WRS's Forum Posts

  • Yes, I create it on the UI, because otherwise it is not created if you start scrolling.

    That is, the UI layer is 1000x1000 px and the working area is 3000x3000px

    -----

    The system does not skip the expression viewportheight and viewportwidth

  • Initially, I click on the display and a marker appears, then there are 2 buttons in this marker, each of which spawns the object. I click on the button 1 and in the same place an object should appear (I create the object at the sprite point of the marker)

    That is, I do not create an object immediately when I click. At first a marker appears with 2 buttons and depending on which button I click on it will create an object at this place.

    that is, the marker creates a new object at the sprite point 0 of this marker. Which appeared after pressing.

  • I have a layer "UI" he has disabled paralaks (equal to 0%)

    There is a layer "Objects" where all the objects are located. It has the usual parallax (equal to 100%)

    The UI is static, that is, when I scroll the screen, all the elements are in place. Next, I click on any place on the screen and create an object on it. And here the problem begins.

    I need the object to be created exactly in the place in which I clicked, and if I create it and specify the "Objects" layer, it will spawn somewhere else. If I specify to create an object on the "UI" layers, then it is spawned where necessary, but since the "UI" layer is not a parallax, it moves when scrolling behind this layer.

    I even spawned on the "UI" layer and then mixed the object onto the "Objects" layer, but at the same time its position immediately flew off and it mixed up.

    Initially, I call the spawn button on the "UI" layer, otherwise if it is "Objects", it will simply not be called.

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  • Big sanks)

  • Many thanks for the advice.

  • Do I have to draw the entire map on tiles? Do I get it right?

  • Construction paths on the map.

    Faced a problem. How to build a move along the way in such terms.

    The search for the path should be carried out only on certain textures (map) that I load as a sprite.

    I attached a picture. In the upper image, the dark road indicates where the object should move and look for a path.

    Just below, I inverted the image to make the buildings solid, and the fact that white is a road, but this did not help either.

    That is, I load the map, but I can not do so that the path would work only along the lines of the road.

  • My new game is already available for download)))

    itunes.apple.com/us/app/dont-run/id1464553494

  • And I just did a test with a progress bar where I subtracted an amount from a global variable every 0.5 seconds and set the progressbar.value to that amount. It worked as intended whether I ran in preview or remote preview.

    Many thanks, I will try to remake the system now as you say.

  • Nothing was remembered? Do you mean that it didn't change the formula to Subtract (HP_Pet * .01) from HP_Pet???

    This sounds strangely like a browser caching issue.

    When you load up the remote preview in Chrome hit Ctl-r and f5. That forces Chrome to reload the page.

    No, I mean the result is the same as before. In simple viewing, HP is subtracted as it should, and with remote viewing it is very fast.

    I do not think that this is related to caching, since the same problem when importing into xCode

  • The loss of health is only one line, yes. But, you are subtracting a constant from HP_Pet, not a percentage. That means, HP_Pet is LESS in remote preview than it is in preview. So how are you setting the value of HP_Pet?

    Just curious, try this: Subtract (HP_Pet * .01) from HP_Pet

    If both preview and remote drain the same amount using the formula above then it's the value of HP_Pet that's definitely different.

    Nothing was remembered unfortunately. The situation remains the same

    The number of HP is a constant value. It does not change = 100 * 5 (its value is always 500)

  • Faced a strange bug and do not know what it is.

    In crats.

    Each level has its own rate of withdrawal of health with the distance traveled.

    When we just start viewing, everything works, that is, if (Example) A player passes 100 meters he loses 100 HP for every meter of 1 HP. That is, if a player passes 50 meters, he will lose 50% healthy.

    As we see in the pen video is what happens. But as soon as I do a remote view or import a game to another device, it instantly loses much more health than is written. And regardless of the level, it loses its identical value.

    What's wrong????

    For the loss of health is only 1 line.

    Video:

    yadi.sk/i/NrCD85wJwYZIFw

    Tagged:

  • hard to tell without seeing an example. you should make a small c3p and share the google drive link here.

    perhaps all lasers are instances of the same parent object and you are not using For Each?

    could be a Trigger Once in a condition. could be many things...

    You just really helped me figure it out) I forgot about the family) Thank you very much)

  • As such, there is no download.

    You simply create a layout with minimal graphics.

    You put there your sprite with animavii.

    And you add a condition to go to the next layout after fully loading it.

  • Faced a problem.

    I have a laser when the laser is superimposed on the player - the sound is played. (when laser 1 all works well)

    I use the following conditions.

    - When the Player is superimposed on the Laser, then the sound plays.

    - When the player is not superimposed on the laser - stop the laser sound

    The problem arose when I became 3.

    Since they all fulfill the condition

    - If the player is not superimposed on laser 1 - then stop the sound

    - If the player is not superimposed on laser 2 - then stop the sound

    - If the player is not superimposed on the laser 3 - then stop the sound

    Therefore, when Laser 1 is superimposed on the Player, the sound still does not play, since, by the condition above, it stops.

    How to make a condition?