norab's Recent Forum Activity

  • When I talk about improvement, I mean that all you say would be handled by C2 in background process.

    The actual way to specify tile by ID is really useful in many case but also tedious for non programmer users.

    So, the "improvement" that I talking about is only ergonomics :

    if the user add condition > on collision with another object > tileMap (indicate tile ID in text field below)

    C2 should manage to write all the things that you explained to me in the code (comparison tile at, for...loop, etc).

    I'm glad to learn what you explain to me, but I think that kind of improvement should be coherent with the principle of "no coding" developpement software.

  • Thank you very much for this explaination.

    So, if I understand well, I have to specify coordination for all tiles wich have same ID?

    If I have 30 tiles "ID:3", I must create 30 conditions for each tiles if I want add an action "on collision/ is overlapping"?

    It's sounds crazy.....

  • Thank you for help!

    It's actually too complicated for picking tile by ID for a non programmer like me.

    I guess one day there will be simple condition like :

    add new condition > on collision with another object > tileMap (indicate tile ID in text field below)... and that's it!

    Until this kind of improvement, I will use tile map only for decoration.

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  • Thank you but what i'm looking for is a way to pick tiles by ID (as it can be seen on tile map bar).

    Unfortunaly there is no simple condition, but I guess it's possible since tile IDs exist... No?

  • Hey,

    I want to do something like this :

    "playerSprite" is overlapping "tileMap : tile ID 0" > erase tile

    But I don't understand how to specify tile since overlapping event works on entire tile map.

  • Nice!

    Thank you for help guys

  • Where do I have to put these expressions?

    The action "create object" have three different text fields, and the expressions that you give me include all parameters.

  • Hi,

    My "playerSprite" is on "player" layer, parallax (100,100). My "background" layer is set on parallax (100,0).

    When I try to create an object from my "playerSprite" position on "player" layer, it works as it's expected.

    When I try to create an object from my "playerSprite" position on "background" layer, the object is no created on the actual position of my "playerSprite". It's created above on the Y axis.

    Is it normal? If yes, how can I deal with this situation?

    Thanks for reading

  • If you really want to check the boolean it would be:

    Sprite on collision with player

    sprite is boolean

    > sprite destroy

    Sorry... I didn't get it on first time, I'm not so good in english actually.

    Literally translated in my language, "check" does not mention the fact to pick.

    Thank you for having insisted

  • Ok, i see what you mean.

    Thank you.

    I have some questions :

    Is it possible to pick an instance by boolean instance and if it's possible, how to do it?

    Where can i find a tutorial about picking instance by instance variable?

  • Ooops, my bad, i forgot to say my sprite is actually a family.

    If I set "destroy" family, all objects of this family are destroyed.

    So i want to use boolean instance to pick what object have to be destroyed.

  • I try to use this kind of system :

    when "sprite" collide "player", "sprite" instance variable is set to boolean "destroyable". When "sprite" "destroyable" variable is true > wait 1 seconde > destroy "sprite".

    I guess it's a simple and efficient way to destroy only sprite that have been in collision with player. Isn't it?

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norab

Member since 20 Jun, 2015

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