amitkuliyal's Recent Forum Activity

  • in the debug also i only see 5 clouds ,

    CBelle tried the same in a new project but got the same result

    Coin i also used repeat loop but it was spawning those 10 clouds every tic even though there was no everytic event on it (just on the start of the layout)

    martdsam yeah, this work fine, but i wonder why my code didn't work ?

    BTW thanks everyone for your time

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  • Hello guys,

    I'm stuck again, i want to spawn around 15 clouds on the start of the game and then i'll spawn them according to players position in the game(unbounded background)

    but for some reason my code only spawns 5 clouds please tell me what i'm missing here...

    Thanks

    postimg.org/image/qec6oakfj

  • scirra.com/manual/67/layouts Manual article about the layout

    See there is a property named "Unbounded scrolling".

    Set the value to "Yes" instead of "No".

    Uhhh...okay, thanks a bunch

  • As per youtube.com/watch video, the movement and camera is pretty much the one used in [url=https://www.scirra.com/tutorials/37/beginners-guide-to-construct-2 the beginner's guide. > You control it through Touch/Thumbstick though as described in the https://www.scirra.com/forum/how-do-i-frequently-asked-questions_t63692 How do I FAQ. > > > > ThumbStick example (mouse and touch) - http://www.scirra.com/forum/forum_posts.asp?TID=46992&PID=294264&title=how-to-make-a-thumbstickmobile#294264 LINK > > > > For the background, it is an "unbounded scrolling" layout (property set to yes) on which you make some clouds randomly appear. > I'm new to construct 2 so could you pease elaborate how the "Unbounded Scrolling" is done? Thanks

  • Your URL does not work and your explanation is not very clear.

    If you mean move the layout around the player object, it is all about the layout rotation/angle in the scirra.com/manual/126/system-expressions:29elfnf5]system expressions and [url=https://www.scirra.com/manual/125/system-actions actions. > "https://play.google.com/store/apps/details?id=pl.macaque.Missiles" like this...hope the link is working

  • Hello again, i'm trying to make this ( play.google.com/store/apps/deta ... e.Missiles ) kinda game but i don't know how do i make the character rotate at its own position while the scene around him moves and also how to make the scene this big

  • Thanks emoaeden and blackhornet

  • Hello guys,

    I have a very simple question, take this example (https://www.scirra.com/tutorials/37/beg ... onstruct-2) here the game starts from top right corner whereas i want my game to start from the center of the layout so that the player won't bump the corner if he goes right after the game starts, I've looked every settings but couldn't find anything please help me

    Thanks.

  • Use this method, amitkuliyal. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green" />

    https://www.dropbox.com/s/fgw67t9mqovdo ... .capx?dl=0

    thanks buddy

  • The reason that only one object is affected is because in the event, you loop through smallenemy as a subevent. In the overlapping event, it is true only when a smallenemy collides with player, and only the ONE particular smallenemy will be picked in this case. Going through in the event further in for each, you will be looping through only that ONE particular smallenemy, not all of them.

    To remedy this, try "pick all" condition, placing it right on top of the event block that contains For Each.

    [quote:j65nxapq]Pick all

    Reset the picked objects back to all of them. Subsequent conditions will pick from all instances again instead of filtering from only those meeting all the conditions so far. See How events work for more information on how instances are picked in events. Useful in subevents to start affecting different instances again.

    source: scirra.com/manual/124/system-conditions

    further reading: (see picking part here) scirra.com/manual/75/how-events-work

    additionally, knowing about UID (see UID section) might be useful in certain cases that require more complicated picking: scirra.com/tutorials/292/gu ... t-features

    okay so that's what i was missing, thanks a lot man for these many refferences also , really appriciate it <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" />

  • you can use "For each" loop on a particular object to iterate through every object. And in the loop, you test for an object is falling or not. This depends on whatever behavior you are using on the falling object. (What behavior are you using?)

    if such object is indeed falling, set object timescale to 1.

    See: scirra.com/tutorials/40/bas ... and-arrays for "for each" loop.

    sorry but it didn't work again it's doing the same thing it's only stopping the object that is colliding with the player( i want every instance of that object to stop),I've attached an image please check and see if you can figure out something that I'm missing here

    1drv.ms/i/s!ArKLPFZfiKg0gqht4j9Cm1rCOmN7Pw

  • You can set timescale for individual objects too (there's a event command for it), so you can have a cursor move on a menu while everything else stops completely during a pause.

    that's right but the thing is i'm not able to select all the objects in the game that are falling, otherwise, i would've done this, could you tell me how to select all the objects in the game that are falling (these are basically one object with random x value)

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amitkuliyal

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