vee41's Forum Posts

  • If you check for collisions within family, you should also set the destroy event to the family, not individual bullet object.

  • Hey Nimitrix, I cant place a distance condition anywhere on conditions? How do I create a condition including a distance expression?

    Use any comparison condition, like one you'll find for instance variables. Place the distance formula in the empty box. If necessary, system menu offers 'compare two values' where you can compare any two values you choose.

  • You'll need a server with required functionality that runs the game logic. It's stuff that will get complicated quickly, and C2 might not be the most optimal tool for that sort of project. You could have an interface created in C2 that communicates with the server, which does most of the heavy lifting and calculations.

    Edit: Just for the clock functionality, you could use AJAX/PHP to communicate with some service and grab a time stamp. But for true multiplayer you'd need a server.

  • You could have an 'one off' particle object that runs at start of the layout. It would create a huge burst of snow at once and sort of work as a preset before the game actually starts.

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  • Irrespective of this review, I do have a feeling the Ouya is going to be another Gizmondo...I don't want it to be, but that's how it's looking, I'm afraid.

    Have to agree, I really can't picture the target audience of the device.

  • Yup, search the tutorials section for good, detailed solutions. :-)

  • Here are few posts about reversing animations:

    construct.net/en

    construct.net/en

    There are various solutions for the problem. Here is one implementation, hopefully it's close what you were looking for: Animated level select

    Mouse clicks 'simulate' touch events by the way, so you can use touch object even if you use a mouse. :)

    If you wish to include me in the credits, I have no objections, would be an honor :)

  • Changing the animation would be the way to go here most probably. Collision polygon might causeunwanted effects, so adding invisible collision sprite is good idea on some cases. Tutorials should touch this subject as well :-)

  • Video plugin

    That should work, haven't used it myself. :)

  • There is a bug with the solids that allows you (the player) to fall through at the layout border, does anyone know how i can fix this?

    Like we've said, post either a .capx of your problem or screenshots of the events, otherwise we really can't help. :)

  • Ok, but how do i post an screenshot here?

    You can upload your screenshot to imgur, dorpbox or whatever free services there are and post the link to it.

  • By the Way: I lose and I get no awesome Balls! Fun game Man.

    Thanks :)

    Here is a quick demo I made to show I might do this:

    Touch demo

  • So if i am understanding correctly I just append my sprite animations to allow for the touch count to find them...like "Act1toCh1_" (resulting in Act1toCh1_1) or Ch1toCh2_2?

    Yup, that is the idea. You can just remove the last number in set animation action, so the action reads: set animation to "Act1ToCh" & Sprite.touches

    No need to rename all animations unless you feel it is necessary :)

  • As much as this would help, i don't wish to publish my game draft just yet, i like to keep my ideas to myself and my friends, but what im using for lighting the stone entrances to the caves is an invisible block called "light" that has the bullet behavior and is traveling downwards.. once it collides with dark stone the "light" is destroyed and so is the stone and a light stone is spawned in place of the dark stone.. i had the light block rotated 90 degrees so it travels downward at a speed of 80 and an acceleration of 50, i don't quite understand why this simple event lags the game so much...

    Post at least a screenshot of these events, it's impossible to help otherwise. My guess is, you have an event that is constantly triggered and possibly spawning some items and causing lagging.

  • On a separate question, is there a way to;

    Set Angle Away From Position?

    Before you say "invert the values" I want to use this to set my "NPC's" to run away from the Enemy's. ATM I just have them all running in Random(360) directions. Since inverting the values only works for unchanging values, is their an equation or action or something that inverts the values for me?

    Don't know what behavior (if any) you use for movement, but in general this should work:

    enemy set angle towards position: player x,y

    enemy set angle: enemy.angle-180

    Or alternatively, if you prefer single action:

    enemy set angle: angle(enemy.x, enemy.x, player.x, player.y) - 180