Xavier's Forum Posts

  • The only way I can think of would be to cheat, replacing the bottom sprite with a clone without physics at the exact moment you want the top object to drop. I guess I'll do that.

    Ok, actually that worked really well. If anyone is interested in an example I'll update the capx.

  • I see. I tried applying an impulse but it really needs to make a big bounce before it bypasses this, and it's too much noticeable anyway. I even tried moving the top sprite position up or down, but still it won't "let go".

    The only way I can think of would be to cheat, replacing the bottom sprite with a clone without physics at the exact moment you want the top object to drop. I guess I'll do that.

  • I've come across this issue and was wondering if it could be a bug, I've prepared a small demo, check the .capx.

    Basically, if 2 objects are already making contact, disabling collisions won't affect them.

    Anyway, here's the capx: http://dl.dropbox.com/u/1910765/bugtest.capx

    As you can see, if you disable collisions when the 2 objects are already making contact, the first object will stay there instead of falling down.

    Hope it helps. Thank you.

  • If you get the d3dx9_43.dll error, can you try installing this?

    http://www.microsoft.com/download/en/details.aspx?id=35

    It's similar to the DirectX update that Construct Classic needs. Turns out Chromium itself also requires it.

    After installing that, there are no more errors when opening the game, although for some reason now the game runs very slow, but it might be unrelated to this.

  • Runs good on my desktop with Win7 64. Also tried with my netbook (Win XP) and it runs good with some slowdows of course.

    In the netbook with Win XP it gives me an error on startup but then continues to load fine. The error says that it cannot find the d3dx9_43.dll file.

    Also another minor thing I noticed it's that if you hit the alt key the game pauses because you opened the browser's menu.

  • Hello. I would like so that instead of having to hold down the mouse to move and object, you click once to be able to move it, and click again to drop it. Would it be possible to add this option in the official Drag & Drop behaviour someday?

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  • I'm always updated :P So far families are working fine, just the behaviors missing.

  • I just read in the r75 post that Family Behaviours will be added in the near future, my bad! I was so excited that I must've missed that part when it was released.

  • I want to make a rotation action or any physics action to a family group, but when I go into the actions of the family there's only the basic actions even though the objects inside that family all have the physics and rotation behaviours.

    I'm assuming it's not not possible to do right now but can't hurt to ask.

  • It doesn't seem to happen in my project, how much data /s are we talking about? Check if it's your antivirus if you have any.

  • That does work wonders indeed, thanks, it's a good trick to use the Star.ID to automatically select the position in the array.

    I wanted to use the Y axis to separate each game level in the array, 0 would be the first level, 1 would be the second level...you're suggesting to just drop that and put every star next to each other in the X axis regardless of the level right?

    Yeah, firefox icon is just a temporary sprite <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Thanks guys, I actually didn't know that you could assign different variables values to different instances of the same object, because some options carry across all instances and that got me confused.

    Back to the topic, I managed to do what I wanted using an array and an instance variable, assigning a different value to each instance (ID):

    <img src="http://i.imgur.com/73QtH.jpg" border="0" />

    Probably isn't the absolute best way, but at least I understand how this one works. The downside is that I have to copy and edit that part for each star on the level, but since there aren't many (1-3) I guess it's ok.

    Also, right now I cannot save the array information since there isn't a way to do it, webstorage is just for variables I think, so I'll have to wait to implement a save system that saves the stars count on each level (which are stored in the array). Suggestions are very welcome.

  • If you ever played Super Mario 64 for example, in that game you had to collect 6 different stars in a level, when you collected 1 star, the level finished. And afterwards you could go back to the same level to get the rest of the stars, and the ones you already had appeared greyed out to indicate that you already had those ones.

  • I want to have more than one star in the level (1-5 max) that you have to collect, and the game needs to remember which stars have been picked when you reload the same level (for example by changing the color or opacity of the ones you already have collected).

    I guess I could do it by creating different sprites for each one, but I'd like to know if there is a cleaner way of doing it with different instances of the same sprite. Thanks.

  • I came from RPG Maker which also uses events and I have adapted to C2 pretty quickly.