LittleStain's Recent Forum Activity

  • I'd be glad to help if you could give more information..

    Would creating a sprite which detects overlap at an imagepoint on the end of the sprite help?

  • Three questions:

    1. Why 100 small objects, there must be an easier way..

    2. Why is the z-ordering important? Would using animationframes work for some of the objects?

    2. Would containers work for what you are trying to do?

  • Sounds pretty straightforward:

    if player.x < enemy.x - enemy move left

    if player.x > enemy.x - enemy move right

    if player.y < enemy.Y and enemy is over ladder - enemy climb up ladder

    if player.y > enemy.Y and enemy is over ladder - enemy climb down ladder

    probably should have some stuff happen when colliding with walls and so on, but seems to me these are the basics, right?

  • If the build in drag and drop behaviour doesn't suit your needs, best way would be to use offset..

    If you want to program it yourself, something like this should do it:

    Give the object an offsetx and offsety instance variable.

    on object touched

    • set object.offsetx to touch.x-object.x
    • set object.offsety to touch.y-object.y

    Is touching object

    • object set position to x: touch.x-object.offsetx, y: touch.y-object.offsety

    But I gues using the drag and drop - behaviour would work just as well.

  • I know the example has issues.. The way I implemented the progress is not working correctly..

    It's almost there though and with a bit of creativity I'm sure you can figure it out..

  • Not really difficult in my opinion, just use a number for every different kind of object you'd like to create in the array and use the position in the array to determine the place in the grid to spawn the object..

  • Does every frame in every animation have the same colissionpolygon?

    It's already visible from the one you posted that it only has one collision point at the bottom, which in my opinion could cause issues.

    Also the collision-lines on your backgroundfloor aren't straight (is that intentional?)

    I would recommend using a square sprite for the platform behaviour and pinning the animations on top of it, but if you want to do it this way, just make sure all colissionpolygons are the same through the entire animation, at least where they touch the floor and I would make the floor collision straight, just to be sure..

  • Either use lerp or look into one of these two third party plugins.

    Moveto and Litetween.

    You could also look at the move to example shipped with construct.

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  • Have you checked all your collision polygons?

    Are they the same for each animationframe?

  • My way of doing it, which might still be a bit difficult, would be creating the objects from arrays with a single function.

    It seems your layouts are grid-based, so recreating them inside an array to determine what goes where should be relatively easy.

    Then just call a function to create a layout offscreen based on the grid of a random array..

  • Ok, so you can't really spawn a layout in another layout, because that's not what layouts are for..

    layouts are like different rooms. You can go from one room to the other, but not create a room within a room.

    You can ofcourse create the objects in your event-sheet placed like you have in the other layout.

  • As far as I know this can only be done in the editor and not through events, but I might be wrong..

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LittleStain

Member since 26 Apr, 2011

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