vee41's Forum Posts

  • Hey,

    I am looking for the most simple and efficient way to find corners in a sidescroller level. Level is composed of solid squares (red in image), and I've defined the points I'd need to locate with black circles. Basically what I need to find, is each corner. I'd like to place a sprite in each of these corners, so that sprite does not overlap the collisions, but rather floats x pixels away from surrounding collisions. The angle of collision squares can vary.

    <img src="http://dl.dropbox.com/u/19921470/find_corners.png" border="0" />

    Anyone got any good ideas how I could approach this? :)

  • Was this the effect you were looking for?

    Bouncy ball collisions

  • Hey Vee,

    I currently have an exclamation point sprite pop up when you're < 100 pixels from an npc. The pick nearest works with the dialog, but unfortunately doesn't set the ! sprites visible/invisible correctly when I use 'pick closest NPC'. That's why I was hoping of possibly figuring out a way to use Pin UIDs, but to no avail.

    You could place the ! sprite in container with the NPC sprite. Then, it would be automatically picked with the NPC and you could refer to it without need to separately pick it.

  • The only issue I come up with this is if 2 npcs are next to each other, it kind of freaks out.

    You could add 'pick closest NPC to player x,y' condition and you'll get only one NPC talking.

  • Hi Phaze, something like:

    creating sprite particles

    or

    calling arrays

    I saw that including "CodeSheet" in another sheet automatically executes anything inside them, but I'd like to know how to call code from CodeSheet, that is, how to reuse code inside a current Layout sheet, like

    current sheet: GameSheet

    Event: On destroy: Create particles (call code stored in CodeSheet)

    hope I explained myself.

    If you've included the sheet which holds the event you wish to run, you don't really need to 'call' it in any manner. What including an event sheet to another does, it basically pastes all it's content to the other event sheet.

    So in your example, if you included an event sheet with trigger : On particle created, it would trigger when the destroy event in your other event sheets runs and creates particles.

  • 3- in a for every element loop : When you spawn an object / how can you pick this one and only this one ?

    It is automatically picked after you spawn it.

  • Whats so hard about installing plugins? You just extract them to plugins/behavior folder and they work? :) Video plugin is the one you want here.

  • You'll need some sort of delay before activating canfire again, right now you are setting it to true and instantly to false right after it. You could add 'Wait x seconds' event as last event and move the 'set canfire to true' event after that.

  • It would save a lot of storing/checking uids.

    My consensus as well, managing/picking those UIDs at every other turn feels tedious at some cases.

  • Here is one old example which has similar behavior:

    Gun example

  • The problem with that is that containers have a creation, and destruction event for every object.

    What you need is a way to pair objects like the CC object Pairer did.

    True dat.

    Pairing would be solid solution in my opinion.

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  • Enable 'unbounded scrolling' in your layout properties and everything should work as intended :)

  • Are there any plans to implement something like that? Perhaps my approach to designing games is something that was not intended with C2, but having containers for families would be swee-heet.

    Like simple scenario where I have objects GoodGuy and BadGuy, which both belong to 'Person' family. I'd like every 'Person' to have health bar object associated with them, but currently this is not possible.

    It's mostly matter of workflow and how you wish to keep your objects organized; I prefer using families a lot as it feels more intuitive than having those objects merged into single Guy object, and giving it all functionalism of the 'Person' family.

  • Give bullets instance variable 'Owner'

    Then, modify your events along these lines:

    Player spawn bullet

    .. bullet.owner = player.uid

    bullet on collision with target

    bullet.owner not equal to target.uid

    .. do collision stuff

  • Hey boolean, check your private messages :)