brent_hamel's Recent Forum Activity

  • could be that the collision box for your sprite is bigger than the sprite itself, is there empty space beneath your sprite in the animation frame?

  • Works perfectly fine for me

  • if you have more than one sprite then you just need a For Each loop

    for each sprite

    if sprite is overlapping radar --> set sprite to visible

    else --> set sprite to invisible

    that way it'll check each individual sprite for the collision overlap, instead of checking to see if they're all overlapping at the same time

    hope this helps

  • happening again? it was doing this before as well?

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  • have you tried using an Else statement? Like:

    if sprite is overlapping radar --> set sprite to visible

    else --> set sprite to invisible

  • Hey everyone!

    So here's my dilemma... I'm using the Chat plugin to send text across the internet. I'm testing it by having two different objects in my layout, the one that "sends" and the one that "receives". I'm using the "tokenat(text, index, separator )" expression to parse the text. But when I compare the tokenat return with my receiving object's private variable, it doesn't work. In fact, it only works once I invert the condition...

    Here's what it looks like...

    If receiveObject.identifier = tokenat(Chat.Data, 0, ",") then

    text.text = "yay"

    In this test, both values are already set to "0" at runtime, yet I only get "yay" when I invert my condition O.o how can these not be equal? I'm doing all this to try and see what the limitations of the Chat plugin are, so is this something strange withing the plugin? Or am I just missing something here...

    Thanks in advance

    Brent

  • Duh, of course lol, good call Nimtrix, thanks lol.

  • Hey guys,

    Just a quick question. I apologize if this has been covered elsewhere, my searching hasn't returned any results however. Is there anyway I can have the system look for specific words in a string of text input by the player? I'm looking to emulate old text adventure games. So if the player types in "swing sword" I need to be able to reference each word against a set of variables, the first for player actions, and the second for items. Is there a simple way to do this?

    Thanks in advance

    Brent

  • I should be able to make that work, thanks for the quick response!

  • yes Difficulty is a variable, is there anyway to implement this, it would be an incredibly useful feature :)

  • I'm using the worksheet to try and add a ramping difficulty to my pattern game, and when I exchange the time-in-seconds for a global variable, it doesn't work... is there a reason for this?

    ie.

    Worksheet| Start Worksheet: "Difficulty,spawnenemy,0,0"

    this is what I need to have work :(

  • It's not that I want to, I just know NOTHING about using either of those file types :S, but thanks for the AJAX idea, I hadn't thought of that at all

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brent_hamel

Member since 31 Dec, 2009

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