SoldjahBoy's Recent Forum Activity

  • Please be patient. We are volunteers and don't always have time to check on the forums or other people's problems.

    You have explined more clearly what your problem is... however needing to download a 1Gb file (and probably install a bunch of plugins) isn't really ideal.

    What you need to do it reproduce your problem in an easy way with a new capx file. Create a scribble with 3 or 4 animation frames of coloured squiggles... then maybe make another animation entirely of dots or something different to a squiggle - making sure it also has 3-4 animation frames.

    Once you do that we can help you a lot more easily. Again, it sounds like you're probably setting the "play animation from frame 0" on an action that runs every tick or constantly when a button is pressed. This will cause your frame to always be on 0 no matter what. You need to create a conditional trigger that sets the animation and animation frame only ONCE each time the condition is met - not constantly.

    There are a few ways to do this - like setting the animation frame to "current frame" instead of 0 (but having a group trigger once to set the frame to 0 just in case it's somewhere else in the timeline first).

    If you can re-create your issue simply, as explained, we can be more helpful.

    ~Sol

  • If that plugin doesn't work... the only way to do it is to make a custom text feed using a bunch of boxes stacked on top of each other (one for each line)... then push the text and css styling to each box going up/down each "row".

    It can definitely be done, but it will be a fun job to make it happen. Probably a simple state machine to store each text value and style, then bump it up to the box above or whatever - until all boxes for your chosen number of lines is completed.

    ~Sol

  • This is it so far HERE - because I will be going to bed shortly. I will continue on it later, but maybe so far it will help with a few features that are working.

    I still need to make the split cells spread out from each other, and make the initial split cell "shoot" forward a bit. I also need to clean up the merging after the split timer expires because currently with more than one split, they all just instantly merge to the main cell instead of gracefully "flying" into it.

    For the enemy cells it may be easier to create a totally new enemy cell object for the client reactions. Having the player cell as an instance could get messy.

    Currently what is working (but could probably do with adjustment to amounts/figures) is the speed based on mass and distance to mouse cursor, and splitting/merging cells (as long as they're at least Mass 8). You can set the instance variable to the Cell before you run it to have different mass on start, or add event to startup for desired beginning mass.

    Hope this helps so far at least. Will improve hopefully tomorrow a bit more.

    ~Sol

  • OK so working on this idea for a bit - I've figured out a few things that might help you.

    I'm still working through the logic of getting this to work how you're wanting it to and it's getting fairly complex already... but hopefully I am commenting it enough to help with that.

    I will post it up after I've got it working a bit nicer

    ~Sol

  • You can use spritefont object for this.

    ~Sol

  • Ok let me think about this and I will see what I can come up with

    ~Sol

  • You are using too many 3rd party addons for me to really bother and load your capx files.

    I can say though, for certainty, that what you want to do is totally possible. It really just depends on exactly how you want it to look, and what other features you are including (does your blob have a "bendable" border on it? - does it have the same "wobble" effect?)

    Anything that is 2D is possible in C2 - anything. It's always just a case of creative thinking (for non-programmer) or knowing the proper math (for programmer).

    ~Sol

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  • C2 has animation groups for a reason... to make it easier to change between animations, and stop people from asking silly questions about it.

    Unless you have some SUPER SPECIFIC reason to do it the way you did, then you should consider doing it the way it's meant to be done.

    ~Sol

  • Don't destroy the ship. After the ship is "destroyed", play a blank animation.

    Or this.

    Or set invisible, or set opacity to 0 and disable collisions... many ways this can be done also.

    ~Sol

  • You really should break that sprite up into smaller objects itself... that's a HUGE image to load up as a single sprite. It will solve two problems then - number one problem as listed in your original post - and number two problem of making sure you are optimising your game as much as possible. Lots of small images are handled better than one big image.

    ~Sol

  • Just curious, did you try making the actual object that is using path finding very small? Maybe reduce the size to only 1 pixel? Just to see if the theory about it stops when it touches the border of the destination?

    If it's smaller, maybe it will get closer to the destination point

    *EDIT*

    I think it's obvious that I don't really ever use path finding - so these problems are new to me also!

    ~Sol

  • Oh my bad I didn't read your post very well it seems. Haha!

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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