indy2005's Recent Forum Activity

  • I am setting the instance

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    I am simulating 3D throwing of a dagger. It rises and falls on a one second timeline, scales down in size using a tween and animates. When the tween ends - I check overlap with a target, and want to stop the timeline for the dagger. Multiple daggers may be in flight at one time, so I only want to kill the timeline for individual daggers when the tween ends and I do my overlap test.

    Regards

    S

  • Hi,

    Why everytime I run my game does my local storage with key "high_score" get reset? Shouldn't the key persist between executions of the game while developing?

    Regards

    S

  • I upgraded to r214 today, and I am now seeing artefacts around my sprites. Almost like a pixel line above the top edge of certain sprites. It definitely wasn't there in r213.

  • Is this a feature of the editor or just events? Can you create hierarchies in the editor?

  • Hi,

    When I have selected an instance in the event, and then perform a timeline action - is it only impacting timelines associated with the selected instances? I give the same tag for all my dagger intance timelines, but it is only the timeline on the selected dagger I want to pause.

    Tagged:

  • Thanks. Looking at Facebook Instant Games checklist, and you have to associate the app to a business? I assume individuals can’t therefore publish to Facebook?

  • Thanks, this seems to be working to only allow a single item to be selected.

  • I am checking if my dagger overlaps a playing card, and the dagger is overlapping two cards. So they both turn green, but the score only increments by 1? I would have thought the two overlap tests which prove positive must mean there were multiple iterations of the check in the event, and it would increment twice.

    I need to know, (1) how to stop the overlap test from processing multiple overlaps and terminating after the first overlap find - so I cant hit two cards with one throw....or (2) how to detect 2 overlaps, but get the score to incremement appropriately. This has undermined somewhat my understanding of the event system, but I am sure someone here will be able to explain.

    The issue is, my end level condition doesnt get triggered as the number of cards hit, has to equal the number of cards generated, and in this state - the condition is never met, as the double strike is only incrementing the score by 1, not 2 - so I will never reach the end level condition.

  • I have a situation where I need to detect an overlap of a dagger object with randomly placed objects. The randomly placed objects do not overlap, but can be very close. It is possible for my dagger object may overlap two of these instances, but I only want one of them to have an action invoked on them.

    I was thinking of using a variable in the dagger object, which I switch to “hit” once I first detect an overlap, and then don’t process any more detections for this dagger once it is set to hit.

    I think though that when doing an ‘is overlapping‘ test, you can’t change the event selections mid way through.

    I.e only process overlaps if the dagger is not already set to ‘hit’. If I set it to ‘hit’ in the event action when the first collision is detected, will this impact the selections already made on the next overlap test in the same tick?

  • Thanks for all the suggestions, I have something which seems to work by randomising the positions. I did think about creating an array of positions, and may still do that. I am convinced you cannot check for overlap in the same tick you spawned the object in. I am doing the overlap separately in a separate tick by moving the overlap logic above the spawn logic.

  • Thanks, makes sense 👍🏻

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indy2005

Member since 3 May, 2015

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