thorntonp72's Recent Forum Activity

  • Hi,

    I am attempting to destroy an object after it has been dragged and dropped, but it only seems to work after I click on the dropped object a second time and was wondering what I am doing wrong. I have placed a snippet of the code where I am trying to do this and would love some advice please.

    (I thought this first code bit would work)

    Touch - On tap gesture on (Tower_IMG_1)

    Tower_IMG_1 - Drop [] DragDrop

    Tower_IMG_1 - Set Active to 0

    - Spawn second (larger image)

    Tower_IMG_1 - Destroy

    (I had to add this bit for it to work at all but requires a second click on the image)

    Touch - On any touch end & Tower_IMG_1 Active=0

    Tower_IMG_1 - Destroy

    Tower_IMG_1 - Set Active to -1

    Thank you

  • Whoooaaa. I think I will need an hour and 2 cups of coffee to understand that but I think I might be able to work it out. Basically I don't want to append to the same text box, but to a individual text boxes for each character like a crossword layout.

    Thanks Kyatric. I will see what I can do with this.

  • I am not 100% sure what you mean and there is no screen shot attached, but I am thinking that you need to use a global variable, and when the touch ends set the global variable to say 1 and with the enemy movements, check this variable and if set to 1 don't do anything.

    On touch set it the variable to 0, then the enemy should move.

    Not sure what you meant by tap over enemies?

  • Hi,

    I hope this make sense

    I was wondering if there was a way (like unix split) within Construct 2 to go through each character within a specific array element.

    Meaning that if I have an array with 10 values 0-9 on X, with different names such as

    0,0 = DOG

    0,1 = CAT

    0,2 = FOO

    etc

    Then I pick one of these from the array, then foreach letter within the selected choice put it somewhere.

    So for example I wanted to extract D and put it in square 1, then O put it in square 2 then G in square 3.

    I did this before, but what I ended up doing was just creating an array with one x, then 5 height(Y) and go through each on of the Y's, bit this ended up being very long in the tooth.

    Would I perhaps need to create an array from the selected number then pop them off or something?

    Thanks,

  • Thanks Codah. I will have a read.

  • Hi,

    I have developed a few games now for Android but am now trying to get them to work on IOS. I have read all of the IOS instructions ranging from Ejecta, Cordova etc but am now completely lost.

    I have bought a MacBook Air specifically for this task and have signed up as a developer and now have Xcode running on my mac.

    I thought it was just as simple as exporting the project as a cordova build, then using the shared drive from my PC onto the Mac, import it and somehow build it, but this does not seem to be the case. The Xcode application does not seem to be able to find anything that I can use to build.

    I must be missing something here or do I still need to build the app using intels XDK then import it into the Xcode application.

    I just wish there were some really straight forward tuts on this as they may sound simple to experts, but not to those who have never done this before never mind having to try and use this damn MAC

    It really is a shame there is no native build in C2 for IOS and Android.

    If someone could help or point me to the correct / latest IOS build method with using Xcode that would be great.

    I might try and build it via the XDK in the mean time, to see if that gets me any further.

    Cheers,

    Paul

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  • Hi Everyone. I have as what pirx and Unnatural20 have stated. The problem was with my collision polygons not being straight on the edges of the players square, which is what I use for the detection. I made all the frames straight and the problem has been fixed. I have left my characters polygons the same as they change depending on what he is doing so it works well together.

    Thank you all!!

  • Hi,

    Thanks for the quick responses. I will try and square everything up tonight and see if that helps. In my mind it would slide off but thinking about it, having an angle would create a problem.

    I do have what you describe also Unnatural20, so I think the recommendation by the TheDom may be the answer.

    Cheers,

    Paul

  • Hi,

    I have been working on a platformer game for a while and come back to an issue, which has been annoying me for a while.

    I have 2 players each with around 8 animation objects with their own animations or about 9 frames each.

    I have a couple of issues.

    1. Sometimes when I am jumping through an object such as a tree branch, the player does not always get to the top of the collision points set on the branch and then appears to be hanging halfway. I jump again and then he is on top as expected.

    2. When I am walking off an object, the player can sometimes appear to be just hanging in thin air or sort of slide down to the middle or bottom of the object he is standing on.

    I thought it may have something to do with my collision polygons, but I have checked them all on each animation and frame and they are "close" to being the same. They have to differ to some degree as a run animation is wider than an idle animation etc.

    I have seen somewhere on a different gaming platform the use of a feet object and was wondering if this is what I should be looking at instead, meaning that perhaps I should be creating a container with a player object, pin feet to the bottom of it, then pinning my character ontop?

    Do I need to do this or is there something I am missing with just a player object and the character pinned to the top?

    Below is the collision polygons and what the character is doing. The players box which the character is pinned to has the same polygon collision points set as the character. The bottom 2 images show that the playerbox is hanging in thin air and then that the player seems to be in the object also. I have tried messing with the collision points to no end and seem to keep getting a similar result. I have also made the collision polygon on the object that he is standing on a single line, thinking it may be 2 wide, but this had little to no change.

    [attachment=0:1q4zrnj2][/attachment:1q4zrnj2]

    Thanks,

    Paul

  • Yes I have tried families previously on a different game but had mixed success. I might take another look at this again. Thanks

  • Hi BriggyBros,

    Thanks for the quick answer. Yes I think this is the only way I can see of doing it. I guess once in place and there is a problem with the event the fix will be quicker than doing multiple events.

    Cheers,

  • Hi,

    I am not sure if this is possible or not, but just wondering if anyone would know of a way to create one set of events for different characters/ players.

    Explanation: So I am creating a game that the player can select up to 4 different characters all with their own animations (Same names, Same frame numbers etc) and when the layout starts the chosen character is created and pinned to the single bg object. I.E. same for each one. I would like to have more, but my current approach makes it very tedious and painful, especially if there is an error in an event.

    So the problem is that I seem to have to write the same event 4 times depending on the character chosen.

    So if they choose a ninja, then I have to write ninja events for all the animations depending on the action and so on for each other character, which produces 4 events for the same action.

    I.E.

    If character = ninjaboy and right arrow pressed set ninjaboy animation running etc etc

    If character = ninjagirl and right arrow pressed set ninjagirl animation running etc etc

    If character = soldierboy and right arrow pressed set soldierboy animation running etc etc

    etc.

    I also have spriter pro in which I can map character parts on the fly using the same animation, so not sure if something similar can be done here or maybe there is a different way.

    I could probably add all the animations of all the characters into a single sprite, then select the animation depending on the character, but when I have 9 animations per character I have to add 36 validations which is the same as having separate characters with their own animations.

    Perhaps a search and replace on highlighted events would make things easier so I could create all the events for one character, copy / paste then replace? Enhancment

    Thanks,

    Paul

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thorntonp72

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