Aritz's Recent Forum Activity

  • Really great work!! I have only played the first level but I love it (i am working ). I agree with PixelRebirth, it is a bit annoying the need to go to the start point, specially when there is no any new challenge. I remenber that Wario Land: Shake it has this in every level, see the last part :

    .

    Congratulations to all team!!

  • <img src="http://dl.dropbox.com/u/472186/blog/napoleonLosers.jpg">

    Main character redesign for the game Losers. I am doing character design and animation. More info here:

    http://losperdedores-losers.blogspot.com/

  • A very first walk animation test for the game Losers. It is a classic point & click adveture game. I am doing character design/redesign and animation. The animation is made using 3ds max. The game is made with Visionaire but I am thinking to make a demo with Construct

    http://losperdedores-losers.blogspot.com/2010/10/napoleon.html

    The game progress is regularly updated by Imanol, the main developer.

    http://losperdedores-losers.blogspot.com/

  • Well, I have it working. But the same problem again, it does not work with families. If I create objects to pair, I can not pick pairs with families

  • Well I can not understand at all the object pairer. How can I pair the two objects within a container? I have downloaded David's object pairer example (http://www.scirra.com/forum/viewtopic.php?f=16&t=2669), but he pairs, when an object is created, and construct automatically picks the the object. In my case, the objects and containers are created.

  • Well, i have found the problem. It does not work with families. I have replaced, families with sprites and it works. So this is a bug or a contruct limitation?

  • I use this value for other tasks without problems. Anyway, if the value is 1 in all sprites, the problem is that each cSprite would be positioned to each own cBase, and not all of them to the same. In the first example, only two objects are picked as expected, but in the second one, all sprites in the scene. If I am not wrong, when you pick or use an sprite in a container, automatically the rest is picked too.

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  • Hi. I am using familes and containers to glue objects and character in my game. I have two families for now: cBase and cSprite, one for collision and others calcs and the other the sprite itself. Here how it looks.

    <img src="http://dl.dropbox.com/u/472186/Construct/Forums/Irudiak/containerPicking1.png">

    Actually works well. But if there are many sprites in screen, and there is only one character moving, it is a waste of performance to move all sprites to their own base. So what I want is move sprites if only the base is moving. I have done this, but it does not work, because it picks all sprites in the escene. I have tried using For each loops too.

    <img src="http://dl.dropbox.com/u/472186/Construct/Forums/Irudiak/containerPicking2.png">

  • Thanks tulamide!

  • What I need to write to use Pythagoras' theorem like an expression? Or there is an alternative expression in system/math?

    <img src="http://dl.dropbox.com/u/472186/Construct/Forums/Irudiak/pitagoras.jpg">

  • ELSE condition looks that it does not work properly with sub-events inside.

  • [quote:kgez78w6]So instead of using OR you could just check if sCamera-isMoving + rLight-isMoving is greater than 0.

    Thanks, simple and clean solution

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Aritz

Member since 29 Dec, 2008

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