Aher0's Recent Forum Activity

  • do you not still have the email they sent you upon purchase? search your inbox for the same email address they used when requesting your transaction ID

    or... bump.... i did do this a while ago when i miss placed my licence details

  • woof... i recons you have a few ways to solve this.

    ideally i need to know if your scaling the background image on the construct 2 screen (in which case you are left to move things individually

    else, if you are scaling the background object in the game i need to know if the background is a single object

    you could add loads of image points on the background (grid i assume) then assign a variable to the pin points, on start up event set position THEN pin to the required image point

    or have an event that happens after the scaling is finished to reset letter positions to the image points

    i think if i was doing what you are doing, i'd have lots of sprites as background tiles. 2 colours, so if you have blacked out squares nothing will pin.

    if the image is white, it allows the clicking operation.

    on click letter tile, set a global variable to show what letter is selected, then on click a white square, add the variable to the white's own variable

    if white variable =1

    white spawn sprite(A) image point 1 ect

    i know this is more of how i would create the crossword than how to fix your problem. put pins are useless if not already in position, try an "anchor" guide also

    hope this helps, if your looking for a code to work out the increase in size relative to the position.... there are easier ways to set positions

  • not sure what your game looks like.

    you can spawn an enemy to a position (or a random position) of your choosing (i use spawn-ers)

    are you doing it in a single straight line vertical or horizontal layout?

    if vertical you could just spawn the enemy at the top of the level, and let it fall, with add input left or right depending on where the player is. Then on contact, destroy it/ - score, or whatever you want

    if horizontal layout: you could have the enemy simulate a jump if the player Y > than the enemy y.

    this works if the player has the platform behavior, give the enemy the platform behavior but cancel the keyboard input on its behavior settings

    (don't forget to add a for each enemy (possibly is on screen) event so it affects a single enemy not all of them.

    also destroy the enemy when it fall behind the player by a set amount

  • have sprites with solid behavior that get in the way?

    my answers usually involve adding physics to it.. which causes more problems.

    else you could have conditions , like a left wall and a right wall, on overlapping one push the car back on course

    what behavior does the car have? you could just set the speed/acceleration depending the terrain sprite the car overlaps

  • have a compare game time event.

    on gaining the points score=score + (1000 - round(time))

    at least that would be 1000- (1 per second of game time)

    can be reversed so you gain more points the longer you are alive for if that helps

  • yo!!

    ok, so if you have a

    (physics on the car btw)

    Is In touch event-------------------apply force to position( depends on the size of your car) touch.x touch.y

    every...(i did 0.00009)seconds-------and i did rotate 5 degrees towards angle

    needs ALOT of tweaking... but this gives the illusion force is being applied to the car and it accelerates to the desired position with it's speed being affected by motion

    slap in some immovable physic barriers for the track and boom!, you could even have some AI cars that have check points to drive to. loads of examples of these so enjoy

    try it out, i'll keep working out some bugs so the angle is equal to the direction of force. thought id post my current findings though in case it helps

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  • I forgot to add

    sprite.variable=0 ________ play animation

    sprite.variable=1________play animation1

    also, could just do

    on click/touch sprite__________________play animation1

    animation default is playing

    on click/touch sprite__________________play default

    animation animation1 is playing

    LittleStain: you are right, however if you wanted more than 2 animations to cycle through. a Boolean wouldn't cut it

  • wow, i hadn't even realized you answered me.

    turns out my mid point was just off. thank you *sigh

  • have a variable on the sprite, so on click the variable is added or subtracted.

    then have animation play on variable = 0, or 1

    add a wait function after. otherwise it can be prone to doing both actions on click

    on touch, sprite ___________ set variable =1

    sprite.variable = 0 _________ wait 0.2 seconds

    on touch, sprite ____________ set variable =0

    sprite.variable = 1 __________wait 0.2 seconds

    this should allow multiple instances of clicks too!

  • I am working on a dungeon keeper style game.

    I don't have problems with AI or multiple instances

    I have a claim tile, digging and a build system, where im happy with lairs and hatchery.

    However i want to now make a training room. Ideally with code to compare surrounding tiles to deem room size. like 2x5, 3x3, 5x5

    for example, if room size is 3x3, then create a training tool (if u have played dungeon keeper, im sure you'll know what i mean).

    also, anyone know an easy method to change tiles when connected (like rpgmaker with grass connecting)

  • I'm using tilebackground set to an Array so i can implement a save system on a build screen

    I have added a rotate button so corner pieces can be rotated. However they are rotated on it's X point (set to 0 I assume) And ends up rotated into a different cell.

    /// /O/ //0 ///

    /0/ /// /// //0

    /// /// /// ///

    I tried adding and minus-ing X and Y values, but it always rotates from the same point in a different location.

    Also, will my Array save rotated images? would it be simper to just add pre-rotated tiles? :/

  • this makes a lot of sense, thank you very much

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Aher0

Member since 1 Jan, 2015

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