GideonG's Recent Forum Activity

  • I tried having a look at the .capx, but I couldn't play around at all because I'm using the free version of C2. That being said, one possible situation that could be causing it could be a conflicting process between the act of attacking, and the conditions of displaying the animation.

    Using your samurai as the example,

    If the samurai is within the correct range, touching it subtracts 30 hp, instantly destroying it.

    The condition for showing the animation however, is dependent on an enemy being touched,

    So what I think MAY be causing it (and as I'm fairly new I could be totally wrong, but it's a suggestion), is that if Construct processes the top event pictured first, the enemy is destroyed, and as such by the time Construct processes the second event dealing with the animation, the condition of the player touching an enemy (

    ) is no longer true.

    Try lowering the damage dealt to enemies on touch and see if that helps, if what I'm guessing is true, that may fix the issue and show what the problem is.

    I hope I helped somehow, and I hope you manage to clear up your issue!

    Regards,

    Gideon.

    P.S Considering English isn't your first language you were perfectly easy to understand, too.

  • When you say 'behind' do you mean in a line like in situation 'A' or 'B'?

  • LittleStain and matrixreal , sorry for the lack of PM replies, I don't have enough Rep yet to reply to private messages! LittleStain, I tried finding you on Skype but there are two listings under your name and both are in the Netherlands, so I'm not sure who to add, but I'm certainly on board for your suggestion!

    Thanks for the contact guys, I appreciated it!

    Gideon

  • You too XpMonster I'm looking forward to what you create!

  • Wow, this is a really nice font! Congrats on a great job of this, you should be proud!

    If I ever make a gold mining game, this will be my font, keep up the great work!

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  • If you set the "Initial particle property" Opacity to -100, change the "Particle lifetime properties" Opacity randomiser to a positive number and Destroy mode to "Timeout Expired" you actually manage to get a fade in from the particles object.

    I didn't even know this was possible! You have just posed a solution to so many 'little things' I've been struggling with over various projects, thanks a heap!

    And sup with that?, I did some testing last night and I don't actually think that sprites used to do particle effects are much more intensive than the particle plugin. That being said, Kyatric's solution is far more elegant and efficient, so disregard what I was saying.

    Hope you can solve your issue!

    Gideon

  • Okay, well good luck!

    If all else fails, you could try using a sprite as a 'wave' object with some sort of physics simulation attached.

    Hope all goes well!

    Gideon

  • No worries. If you run into any trouble with that, I can try an make a .capx showing what I mean. Good luck!

  • OH! Don't stress man, that's totally my bad on that one, it's listed as 'text' in C2, 'string' is more of a code term than C2 properties. I'm glad you found a solution!

    If you're interested, this is what I meant - variable type can be set to text, which you can use to store data (like something to say) unique to each instance of an object.

    Also, don't worry about no understanding everything people offer as advice, everyone has to start somewhere and as a fellow beginner, I've found the community here is more than happy to try and explain stuff if you need it. In no time you'll be following along with more complex stuff before you even realise you've picked anything up.

    Hope all goes well with your game.

    Regards,

    Gideon

  • I THINK (emphasis on think) that you may need to make a workaround using the "move towards" function instead of the drag and drop behaviour. What I mean is, rather than the drag and drop behaviour, implement events that essentially execute logic similar to this:

    While mouse is down

    move object towards mouse.x,mouse.y,

    That way clicking (and holding) can simulate drag and drop capabilities (especially if you adjust speed and such so that it does so quickly), but it still should interact with solid objects.

    I hope this helps some. Good luck with your project!

    Regards,

    Gideon.

  • When you say agar.io, do you mean the type of game where orbs chase other orbs around and (basically) try and eat each other?

    I can't see any reason why something like that wouldn't be possible personally. Try looking some of the example projects on real time multiplayer, then look at the file browser object for your photo functions.

    Hope this can help with a place to start, good luck!

    Regards,

    Gideon.

  • If your project isn't going to be hugely CPU intensive from other aspects of the game, or isn't looking for release on mobile devices, you could replace the particle object with a 'sprite' object which would allow you to enact both situation a) and b) above. I'm not sure how much more CPU intensive using individual instances of a sprite rather than a single particle sprite would be, however it may be a necessary / valuable consideration because you'll be able to do a whole lot more with the objects than particles.

    I hope this helps a little.

    Regards,

    Gideon

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GideonG

Member since 18 Nov, 2014

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