NlaakStudios's Recent Forum Activity

  • Thank you all. No its not irritating...I was just starting to get lazy with C2 doing everything for me. I feel like such an idiot! I just thought C2 would read my mind and know the dimensions LOL.

  • Is it just me? Pictures are with a thousand words. I can't figure out why i am not get 5 columns by 7 rows for a total of 35 gems. The debugger is showing 36 (correct original off screen) and its rendering 34,

    Have I been staring at it to long or what?

    [attachment=1:5a5aj96a][/attachment:5a5aj96a]

    Here the debuuger shot, does not make sense.

    [attachment=2:5a5aj96a][/attachment:5a5aj96a]

    An notice that 1 Gem is missing from column 5

    [attachment=3:5a5aj96a][/attachment:5a5aj96a]

    Extra eyes and any help resolving this would be much appreciated.

  • Ok attached is a quick example of doing it. On yours, you are using different objects for each. Make your life easier, make a single Sprite for your Power Up or even power down. Lets say you have 10 different power ups and 5 downgrades. Put all 15 into a sprite as animation frames. Add an instance variable for the power up id or name. I use the text, easier to remember. Then you can random generate and place the power up object dynamically and in the event sheet you check for a collision with THE power up object and if so....What TYPE is it and react accordingly. Hope this helped.

    you can see it in use at c2 dot i2tmlabs dot com (the games name is Crossroads)

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  • Ok i am home let me pull my event sheet into an example and ill post it

  • 1) Add Instance Variables to your Accepting box for the current number of blocks in the box and the maximum you can have.

    2) on each "DROP" its full if not accept the next block.

    3) foreach block in there check the Y (top) to the Accepting box Top * number of blocks in accepting box.

    You should get the stacking you want.

  • I add an instance variable to the player and then events to react. see attached sheet. if this does not help let me know and ill post a tutorial when i get home.

  • robin Sommer is correct. Add the behavior "Physics" and apply an initial 1 time force each time he fires and you will get the effect your looking for.

  • I too came across that very question. As an example lets say you have a platformer and you can collect coins. I would want to use the least amount of memory possible so I would have an animated coins (say 5 frames) rendered in grey scale and would just apply HSL to get my Platinum, Gold, Silver and Copper. I end up with 4 rotating coins with increasing my memory footprint except for the engine code to handle such.

  • Great tip inquiesco, it is always better to save CPU. By checking every tick you could very well check a few thousand times before the velocity of the character changed. But...you can't just go by input (key/touch). What if the character was moving along and ran into something in the environment (mud/NPC) that affected speed? I would expand on your inout and do it this way:

    1) check for input (any)

    2) yes? Slow down? Set player instance state to SLOWING

    3) no continue check other inputs

    ...

    9) if player instance state != to current state then process

    10) is player SLOWING? Yes play animation and Slow

    Just my 2 cents.

    Actually you could just use the Siginal / Wait for signal also

  • Planet Pack #1 — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-graphics/planet-pack-1-255

    <p>13 Different planet bases style with the ability to:</p>

    • Turn Atmosphere on/off,
    • Turn Cities on/off and
    • Control Sunlight Shadow

    <p>All in a Single Photoshop PSD file</p>

    Use this topic to leave comments, ask questions and talk about Planet Pack #1

  • No problems. I'll pit my version up when complete. Think ill try and addon.

  • ok kewl. np anytime.

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NlaakStudios

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