thorntonp72's Forum Posts

  • Hi,

    I have created a few sprites using containers where I have a base and a turret on top. Now this works great and the turret has LOS enabled etc and follows the player around as per settings given. I have another image (A Tower image which sits on the ground layer) and when I place the turret on top it works fine and it looks great. However when I change the tower image which is below the turret, the turret stops moving.

    I think I know what the problem is. So the turret is now inside the tower object which has the solid setting on so the turret can no longer see the player as it's stuck in a solid state, but I do not want to disable the solid state on the tower image else the play will just go straight through. I have tested this by placing the turret on the corner of the tower, just outside the edge and it fires, bring it just in and it stops.

    Can I have my cake and eat it too? Is it possible to have the turret sitting in the middle of a solid object and still work?

    Losing Hair......

    Thank you for any help.... I have included the 3 scenarios below as the example. I would provide capx but it's about 33mb at the moment.

    solid_enabled_on_tower_turret_outside_tower_working_okay

    [attachment=0:1qiwdfjt][/attachment:1qiwdfjt]

    solid_disabled_on_tower_turret_on_tower_and_firing_player_walking_through_walls

    [attachment=1:1qiwdfjt][/attachment:1qiwdfjt]

    solid_enabled_on_tower_turret_dead_player_cannot_walkthrough_walls

    [attachment=2:1qiwdfjt][/attachment:1qiwdfjt]

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  • Hi Korbaach,

    Wow and thank you very much. That works a treat. You are awesome!

    Cheers,

  • Hi,

    Before you say it, I have read the doco and also the tut's on this in regards to setting the HUD to the top layer and setting Parallax to 0,0 and also the Parallax in editor option to yes and no.

    When I do this, I have no idea if it is actually working as the objects I put onto the HUD layer just disappear off the screen. To where I do not know.

    If I change the parallax options back then the images re-appear but then they scroll off the screen, so not sure what is going on. I have supplied a capx if anyone is able to help please and point out what I am doing wrong here.

    https://www.dropbox.com/s/tsv89y99gipl2 ... .capx?dl=0

    At the bottom left hand corner you will see a thumb controller to control the little guy running around the screen.

    If I set Parallax to 100,100 and Parallax in editor to Yes, the controller appears but then scrolls around / off the page. If I set Parallax to 0,0 and Parallax in editor to yes or no, then when I start the game the controller goes away.

    Thank you.

  • Hi Volkiller. Yes it was that for sure. Thanks for your reply. I have been reading a lot, but it's a lot to take in all at once.

  • okay, I think I found the answer by accident. If I change my layout size bigger than my window size, I can now scroll up and down and zoom in. Probably ended up being a dumb question, but maybe it will help someone else

  • Hi,

    I seem to have an issue where I am not able to scroll up and down in the layout screen unless I have zoomed into the window area. I have a top down shooter I am working on and would like to be able to scroll further up the screen and layout my scenery etc in certain spots. When I first got C2 I thought I was able to do this, but maybe not, however since going from 186 to 190 my scrolling seems even more limited.

    Yesterday, I was able to scroll up and the image attached shows a basic layout of my level but what you cannot see is a whole bunch of building further up the screen. I cannot even see these anymore.

    Also, I am not able to zoom in to any of the upper level layout so I can accurately place my images where I want them, so I have to sort of stick a tree or rock or an enemy on the screen, run the code and see what happens. Which is sort of okay for big items, but when I have small items, such as a barrel, it is really difficult.

    Am I missing something somewhere, or is this a setting I have missed?

    Thank you,

    Paul[attachment=0:t53fh0s9][/attachment:t53fh0s9]

  • Oh yes. "Doh". That would work very well. Sometimes I assume it must be more complicated than that.

    Thank you blackhornet!!!

  • Hi,

    I have just started using Construct 2 and am amazed by the amount of knowledge here. Well done to all you experts.

    I have been trying to create a memory match game based on the tutorial by kittiewan (which is excellent) but have a quick question in regards to the way the cards are laid out. As the tutorial stands it will always start it's cardfaceframe to 0, which is okay for random objects, but say when I am trying to use the alphabet or numbers I would like to start further up the list so that the player is not always going to get abcdefgh for example on an 8 card system.

    So I thought I would be clever and use the random method as say "set gCardStartNumber to int(random(10))"

    Now this does work, however when I get a number which is odd, then the cards do not match as the animation sequence is out of whack. The result will show "say" a D as one card then an E as the other and go yup, they are a match, which in theory they are (based on the layout) but obviously they are not.

    Does anyone know how I can always return an even number so that the sequence is never out. I tried to look at arrays but got lost.

    Thank you very much.