thatserafimkid's Forum Posts

  • Hmm it works for me on my computer.

  • You are very welcome. Glad I could help

  • Here. You had put the spawn laser code in the wrong section. It should go under Common Group so peers and host can see it.

    I moved some bits of your code around so there's a chance some of the notes don't match up anymore just so your aware.

    You're going to also want to change your code to test for hit on tank collision with laser instead of the aim spot. But I assume you knew that and you're getting to it.

  • alextro

    You are very welcome. Glad I could provide some inspiration

  • You're very welcome. Any time. Just let me know if you need help with anything else.

  • Yeah you could create an instance variable for the player that holds the current gravity UID, then when it checks for collision it ignores that UID. Might work. Give it a shot.

  • done

  • Send me the capx for that latest example. If you play the sound after you set the timescale to 0 then it will still play. So maybe that's where your problem lies. I did experience what you were referring to in that example.

    Edit:

    I recreated your capx. and added sound and music files and I got the same effect your experiencing. That's odd. I wonder if that's a bug.

    What you could do is, set your master volume to something like -100 on pause and back to 0(normal) on unpause. Is that something that would work for what you are trying to achieve?

  • Yesterday I was goofing around with it, and I was able to have the player's gravity set to the gravity field angle instead of testing for the id. Now you can have diagonal platforms and it will still work. Check the new capx.

  • Hey I used the destination out effect and pasted the object to mouse location on right click and it did the trick. Check out the capx to see how I did it.

  • Well you could actually combine 17 and 18 into one action. Not sure why you have them separated.

    Replace the picknearest with pick top/bottom.

    But it all depends on how your game is laid out. This would assume that the enemy that you want to die is always the one on bottom or the top.

    Are they different types of enemies. How come you only want one to die?

  • virtusal

    You're very welcome. At least you were on the right path.

  • Instead of picking nearest you could try picking top/bottom enemy. Under enemy conditions you'll see the pick command at the bottom under the Z order category. See if that helps you.

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  • I downloaded your capx and pressed enter to pause the game and all the sound stopped. Could you maybe tell me how I could recreate what you were experiencing?

  • I couldn't open you capx because of your URL restrictions. But I just tried turning on Timescale in the Audio object. Then setting global timescale to 0 to simulate a pause and the sound stopped. And restarted when I set timescale back to 1.