TheDom's Forum Posts

  • Aphrodite That is interesting. I did not try replacing the tiled backgrounds with sprites. I tried to keep it in the scope of what you made, assuming you had a reason for using tiled backgrounds instead of sprites. Perhaps it is indeed a bug. I noticed even when it stops short, you can press again and it will continue until it touches. Perhaps you should try replacing the "8 direction" behavior with another movement behavior, eliminating the "Move" variable, and see if the result is the same.

  • Give them the "Custom Movement" behavior with Set Angle towards position Player.X, Player.Y.

    And you might want to combine that with:

    System > Distance (Player.X, Player.Y, Enemy.X, Enemy.Y) <200

    or something like it..

    Hope this helps.

  • That is already automatically happening when the loader layout is running.

  • Add another condition

    Touch > Is touching >Next Level Button (x) the (x) being inverted

    Then it won't conflict with what ever statement your using for Touch Next Level Button .

    Just a suggestion and I could be wrong but it looks like you could make the "System trigger once" a sub event and place some of the events into it.

  • Yes, a little cleaner but the result is identical.

  • I don't believe it's a bug. It seems to me the issue is that your using tiled backgrounds which don't give the ability to draw a collision polygon. I'm sure this is due to the fact that they can be resized and tile automatically. If you use sprites, you won't have the issue. Tiled backgrounds seem to create an imperfect collision polygon oversized to the actual size of the background.

    I changed it on overlap added System wait 1.0 before changing the Move value to 0 worked better.

    Using "on overlap" works better but, if you need to use tied backgrounds I suggest the following:

    Use a larger sprite for the Blue block to 64, 64. Then draw the collision polygon undersize within the image editor for the Blue block. Then just resize the block down to 16,16 in the properties dialog box. Use "on overlap" instead of "on collision" and give it a delay before changing the value of Move to 0 as said above with the system wait.

    I'm sure Ashley could elaborate better as to why the Tiled Backgrounds work differently as solids than sprites since you have no ability to draw collision polygons.

    I'm using windows 8.1

  • Do you have a basic working project assembled?

  • You need to post some more info. A capx would be helpful.

  • I viewed your URL and downloaded the capx and ran it. They run identical.

  • Here's a screen shot of how I employed it

  • Shadow > On created > Spawn Enemy

  • Create a global Variable called Bounce.

    Create 2 sets of conditions.

    1st)

    Player > On Landed >

    ........ (sub event) System > Bounce =1 > Set Bounce to 0

    .......... Else...........System > Bounce =0 > Set Bounce to 1

    2nd)(dual conditions)

    Player > On Landed > Set Platform Vector Y -600

    System > Bounce =1

  • You're on the right track. Your problem is in your reasoning process.

    Did you understand and use variables as I outlined to defines which weapon fires?

    The reason all your pellets are being destroyed at once is because of the sequencing of your code.

    Try

    Pellet > On collision with(whatever) > Destroy pellet

    Can you PM me with a link to your capx and I'll download it and take a look. I know what the mechanics of your issues is, I'm just not understanding how use the scrolling.

    And is it only 2 weapons you need to switch between or do you need more than 2?

  • Yes you can rename it as long as the "link" you direct to includes the file name in the path as follows:

    http://www.yourdomain.com/game.html

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  • You should reach out to He makes video training courses for C2 and might be able to provide you some direction.