linkman2004's Recent Forum Activity

  • Are you using any third party plugins? Was it working before, and if so, what did you do right before it stopped working? It would be best if you posted your project file so someone can take a look. If you don't want to do that, you could try backing up your project, then deleting objects or events until it runs again so you can discover the problem through a process of elimination.

  • I whipped up an example for you right quick to show one solution to the problem. Essentially, you have to assign colors to sprites in turn, then check each successive sprites new color against all of the previously assigned ones for uniqueness. If it's not unique, you assign a new color to that one and do the check again. Theoretically it could get stuck in this assign/check cycle forever, but unless you have an unrealistically large amount of objects you're assigning unique colors to, there shouldn't be any issues.

    [attachment=0:2stpva0z][/attachment:2stpva0z]

    EDIT: Accidentally uploaded an old version.

  • Please post a capx so we can see what you're doing. It will be easier to help that way.

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  • You'll need to turn your event into an 'Or' block. Move your other conditions -- the overlapping check, value compare, what have you -- into a subevent of the keyboard event. Add your touch condition to the keyboard event, then, right click the event and click Make 'Or' block, and your event will now check if either the keyboard or the touch condition is true. Move your actions into the subevent where you check your other conditions and you're good.

    EDIT: Here's an example I pulled together real quick.

    [attachment=0:1dwmdud1][/attachment:1dwmdud1]

  • XylarRaylyne, this thread is over five years old and is talking about Construct Classic, not Construct 2. I found this example for you through Google, but in the future, please check thread dates and relevance before posting on a topic -- if necessary, create a new topic in the appropriate forum.

  • Please post the CAPX exhibiting this behavior, or one replicating the problem. Your problem is almost surely related to your specific setup, so we can't help unless we can see your events.

  • The bullet object needs to use the physics behavior, not so much for the planet. You'll apply the force using the "Apply force" or some such action of the bullet object.

    Blending the use of the bullet and physics behaviors will yield nothing but pain. Custom movement would likely be relatively simple, though I wouldn't know how simple in comparison to just using the physics behavior.

  • Have you tried checking the Count property of the objects you're destroying? If, say, you have an object called Object1, you could use "Compare two values" under the system object to check if Object1.count is equal to 0, meaning there are no more instances of Object1 left.

    Ideally, though, it would be better if you provide a CAPX so that someone can look at what's going on. If you don't want to share your game code, you can strip your CAPX down to only parts that you're needing help with.

  • You'll likely want to use the physics behavior. Set the physics world gravity to 0 and apply a constant force on your bullets toward the middle of your planet. After that, it's merely a matter of tweaking the bullets' tangential velocities relative to the planet to get them to orbit.

  • It means exactly what it says. Going back to physics real quick, you have x, which is position; v, the first derivative of x, which is velocity; and a, the first derivative of v, which is acceleration. v, measured in units per second, is the amount of units added to x every second. Similarly, a, measured in units per second per second or units per second squared, is the amount of units added to v every second. A higher value for a, acceleration, will result in greater changes to velocity over a second.

    Hopefully that explains it clearly enough. Let me know if you need more explanation.

  • Export your images from your image editing program of choice as PNG files, then look to the beginner tutorial or the manual page on the image/animation editor for info on getting your files into Construct.

  • Two ways I can think of:

    1. Have a small, invisible sprite constantly positioned to the spear's "Impact" image point and check for collisions with that instead of the spear itself.

    2. Use the System object's "Pick overlapping point" condition to pick all monster objects for whom a spear object's image point is overlapping them.

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linkman2004

Member since 15 Jan, 2008

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