shinkan's Recent Forum Activity

  • Containers are kind of limited in that situation - you can't destroy only one object in container because destroying one will destroy whole conteiner.

    viking78 will You use Spriter for animations only or with spriter C2 plugin to anmate them in C2?

    I'm not sure how Spriter plugin will behave if one or few of the objects used in animation are destroyed (@lucid will animation for others part continue?).

    For chopping body part You could use bullet behavior with gravity - to shoot them a little upward and slowly fall to the ground.

    For that you can either destroy and create new sprite with bullet or activate bullet for currently chopped part - again not sure how this will behave with spruter plugin.

  • You can add sub-event for this condition

    +expenseCount => totalCount

    +or

    +coinsCount => totalCount

         +sprite is on layer = 1 -> destroy - or whatever you want

  • Do You mean something like that ?

    <img src="http://dl.dropbox.com/u/34375299/Construct%202/bugs%20and%20fixes/onend.JPG" border="0" />

    If not, could you upload an image of that part of Your code, if You don't want to upload capx file?

  • There is a condition "Is on layer" - on the bottom of the Add event window, under Z Order section.

    Are your collectibles instances of one sprite?

    If so you could create boolean for them and set it to true after picking them up.

    Then on the layout end you can do:

    collectibles.boolean = false - > destroy

    it will only destroy the ones that not have been picked up.

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  • F4 Preview project from first layout

    F5 Preview current layout

    F6 Export project

    And here is the list of all shortcuts.

  • If I would set every stone, tree and a single river as a object I would still need a hitbox for each object which would double the amount of objects.

    For backgrounds like grass, road... use tileBG's

    For objects you can use sprites and make them all as a frames

    frame = 0 - stone

    frame = 1 - tree

    etc.

    And using sprites you can alwasy set collision polygons for each object.

    However I would not recommend using single trees or single stones if you don't need to. If you can make small groups of them (little forests ;)) to keep your object count at reasonable amount.

  • This topic is about features in editor, not runtime.

  • If you set a variable for your sprite and set different name/number of that variable for all instances. You should be able to pick them using

    sprite variable = "something"

    If this does not work you ptobably made a mistake in your events or sprite variable names.

    If you could share a capx will be easier to see what's wrong?

  • Invisible objects can be triggerd - they are invisible on screen but visible for events.

  • Maybe try to approach this from diffrent angle.

    What if You could save x an y position of every box on screen to array. Then if you destroy one box you can pinpoint correct position of that object - row and column - in array, and move all boxes above in same column down by heigh of destroyed box.

    Is that make any sens? I'm not good in that kind of games, so it's just my theory.

    Edit: That way you could do that without any collison checks - I think?

  • Yes that's true, they don't take rendering time.

    How many and what kind of collisions do you need?

  • Invisible sprites takes so mush out of the performance?

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shinkan

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