uzet1's Forum Posts

  • Hi,

    I'm modifing a game based on the turret defence game template .

    I want to add a health bar to each new enemy, so when an enemy is spawned I also spawn an healthBar spite and pin it to the enemy. Every time the enemy is hit I modify the healthBar width to enemy's health instance variable.

    This method doesn't work as all healthBar on the screen get the same value and are destroyed when the first enemy is detroyed...

    Spawning a healthBar when Spawning a new enemy

    [attachment=1:3881wngr][/attachment:3881wngr]

    Adjusting the healthBar as enemy gets hit

    [attachment=0:3881wngr][/attachment:3881wngr]

    How can I adjust the only hit enemy's healthBar?

    How can I destroy the healthBar when the enemy iss dead?

    TNX!!!

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  • UndoRedo

    (Update: 2013/04/05)

    This plugin could help designer to add "undo/redo" feature more easily, it could used with canvas or chess/board (just for example).

    - use "action: push" to push step into plugin

    - if "condition: can undo" return true, use "expression:Undo" to get step from plugin.

    - if "condition: can redo" return true, use "expression:Redo" to get step from plugin.

    - set "Mode" to "Steps" if used in chess/board. "States" if used in canvas.

    Used with canvas

    Demo

    - drag to draw circle, each touch end will be a "step"

    - click undo / redo

    Capx

    To open this capx, user need to have

    Plugin: canvas

    Behavior: rex_canvasext

    The "Mode" in properties table is "States"

    - save/load whole image.

    Used with chess/board

    Demo

    - click blue tile to move forward

    - click undo / redo

    Capx

    To open this capx, user need to have

    Plugin: rex_Board

    Plugin: rex_board_squareTx

    Plugin: rex_hash

    Behavior: rex_chess

    Behavior: rex_grid_move

    The "Mode" in properties table is "Steps".

    - Use "startLX" , "startLY" to get source logic position when undo.

    - Use "endLX" , "endLY" to get target logic position when redo.

    UndoRedo plugin could be used standalone, these dependence plugins/behaviors are only for opening these two sample capx.rexrainbow2013-04-05 00:37:07

    Behavior: rex_canvasext

    Isn't available, is there any onther way to download it?

  • Hi codah

    I'll give it a try, thnx!!!

    Any other ideas?

  • Hi,

    I'm on a project that makes a drawing page (something like Paint).

    I want to have an option to undo/redo last iterations.

    How can I do an Ctrl+z system for more the last move?

    I can use the load/save events to undo the last iteration, but how can I go more deep?

    Lets say that pressing 10 times the Ctrl+z combination will bring back the drawing area 10 steps backwards?

    TNX

  • anyone?

  • Hi,

    I'm on a project where the player can draw only on a part of the screen.

    I need to have an option to save only the part on the layout that contains the drawing.

    [attachment=0:3jjz5pyj][/attachment:3jjz5pyj]

    Is that possible?

    TNX

  • codah & blackhornet

    TNX, works (of course)

  • Hi Guys,

    I have a funny situstion, I'm trying to toggle layer visability by clicking on a sprite

    Then i checks for visible/not visible and reacts acordingle

    This doesn't works...

    [attachment=0:2yw6czrh][/attachment:2yw6czrh]

    what am I missing?

    TNX

  • mindfaQ I'll try this, THNX

  • Hi,

    I have a project that uses sprite1 with 10 animations frames. There can be 10's of the same sprite simultaneously on screen.

    On the screen I have another sprite,sprite2 that is significantly bigger that the first sprite.

    I need to set visibility to not visible to all items of sprite1 that are not overlapping sprite2.

    Is that possible?

  • korbaach TNxX

    I didn't had the opportunity to thank you later.

    I looks like the solution I'm looking for, I'll try it during the weekend.

    TNX!

  • Hi,

    there is a situation where I have to sprites overlapping.

    In case I use the "mouse clicking object" and destroy the object, it destroys all the overlapping objects.

    How can I fix that so I can choose only the top sprite?

    TNX

  • tnx I'll try this!

  • Hi , I considered this method, but my "problem" with this is how I "kill" both sprites when I hit the invisible sprite?

    lets say that I have 5 enemies, for each one I have the enemy sprite and the killing zone sprite.

    Each pair is created by the create object option.

    How can I connect between that two when I destroy the kill sprite?

  • Hi,

    I'm looking for a way to test a condition that checks if the player clicks on an area of a sprite and destroys it (not just somewhere on the sprite).

    Thought to use to sprites, one for the whole sprite and the other one will be pinned to the bigger sprite and will act as the "killing zone", but then how can I kill them both?

    TNX!