insanesnake's Recent Forum Activity

  • the amount of money is really low. upgrade screen (and upgrades in general) could definitely use some touch ups. Why make 20 ammo up upgrades? That just seems tedious.

  • You can just submit apk's directly to amazon?

  • Never considered it to be that simple. Thanks Ashley!

    It's gonna be a while before I'm anywhere near actually doing this. just trying to figure out all the multiplayer tutorials etc.

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  • The manual says it's supported to centrally host games using the multiplayer plugin, but I can't find any documentation on it.

    I might just be overlooking it. anyone got some of them sweet sweet manuals/tutorials/discussions?

  • The problem with using the sine behaviour is that it only is a platform in some circumstances. usually it is an enemy. with changing paths. My current capx is huge, I'll try to isolate the events used for this.

    But I basicly need a fix to keep the player on the platform whilst moving

  • I'm currently working on a platformer. and I have an issue with a moving platform.

    the idea is as following. the moving platform moves from left to right using the platformer behaviour. When the player jumps on it or moves on the platform it seems to teleport the player a 100 pixels or something to the opposite direction the platform was moving.

    Both use the plaform behaviour and both collision boxes are completely square. There is an on collision check but it has no events tied to it so far.

    anyone any idea how this happens?

  • well it is a spacing issue, removing the spacing does make the tiles the same in the constructer and test mode. but now my tilemap is unusable. (note they are not the same tiles showing in the earlier printscreen)

    Ashley should I make a bug report of this?

  • Settings and such are in this printscreen. it looks good to me. this happened when I started a new project, not knowing how to fix it it doesn't even have any events yet.

    http://prntscr.com/h2c4z6

    thanks for the help

  • could be wrong, but I think you can simply do an on collision with family substract damage from global variable in this case

  • Should I make a bug report of this? Or did I do something wrong? it's quite a big tilemap so it might have to do with it not registering the offset or something?

  • did you destroy them on start of layout?

    otherwise the particle object is in the layout and will be visible, creating an object means you create another one, so if you don't want it to be active you'll have to destroy it

  • It's kind of hard to see the issue if I can't see all the events. if the others work correctly then it's probably the trigger being always active

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insanesnake

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