xeed's Recent Forum Activity

  • Many thanks. <img src="smileys/smiley38.gif" border="0" align="middle" />

  • Did search and read a lot, but i can not find a good solution.

    How do i realize a realtime-connection, so that two platform players can act in a game without playing on one local device?

    Thanks :)

  • 1. did you look into the actual file?

    2. Through the missing "trigger once" this does not work. Also i've tried your boolean instance solution, but it is just the same as before, the ki does not change only once. the problem is the function, not the condition calling it.

    i am amazed about such a simple thing not working in c2,

    any other ideas welcome <img src="smileys/smiley1.gif" border="0" align="middle" />

  • ramones: it really should ^^. Please check the PM i'd send you with a link to the current file.

    2. that should do it, thanks. :) but i think such simple things are getting very complicated in c2. thought this should work without additional variables.

  • thanks for your reply whiteclaws.

    1. both event sheets are included by the one directly assigned to the layout. but the first "on start of layout" is in an "earlier include state" than the second one. anyway, the second one does not work. i did simply try to cut&paste the event into the event sheet with the first "on start of layout" condition, and there it works...in spite of being an own event.

    this is really strange, since the other events in the third sheet work fine...its only the "on start of layout"- one thats ignored in it.

    hope someone here understands what i mean <img src="smileys/smiley17.gif" border="0" align="middle" />

    2. the opposite is wanted, every enemy instance should be handled itself. but this does not seem to work with the "trigger once" condition.

  • Hi,

    i got 2 questions:

    1. does the "on start of layout" condition need to be in an event sheet, that already got this condition?

    i tried to use this condition later again in another included event sheet, but then it's not working. (r114)

    2. based on the last question in this thread, i still could not find how to perform a function on simulatanous collision of multiple object instances with other objects. when using the "trigger once" condition to kick the turning function, only one instance of "enemy" turns around at a reverse point. all others "walk over".

    any help welcome <img src="smileys/smiley1.gif" border="0" align="middle">

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • somehow i can't get the result as small as before.

    since the original file is a png already, can c2 leave the image format as it is?

  • so the uid is kind of an internal object counter.

    sorry for the topic, i did not recognize this before <img src="smileys/smiley1.gif" border="0" align="middle" />

    anyway, if i "trigger once" each overlap for multiple enemy instance, it's only being triggered for one of these. the other one walks on. any idea to fix this?

  • both point makes sense, thanks. <img src="smileys/smiley1.gif" border="0" align="middle" />

    For event 9, how can i leave the function instead of adding the else condition?

    and for event 6, i guess a "wait" action should fix this too, right?

    at least, do you know why the enemy UID kicks up this way?

  • Thanks for your answers.

    Asley: i bumped because this could be a base bug in the uid system, which 'could' have priority. and if so, i can not continue my (simple) project because this old uid object instancing feature. (so glad c2 currently works on my laptop, and got some time ^^ )

    Should i wait for feedback before continue working (and trying to fix) on the project?

    PS: I think a status indicator would be useful for any bug-report, to get feedback about its relevance, and if you are working on it. Some people are using c2 in a productive environment, and dont have weeks time for eventually getting an answer <img src="smileys/smiley1.gif" border="0" align="middle" />

    : i've been reading this stuff long ago, if i could understand why the uid's does not work in this project, i would not have had posted <img src="smileys/smiley1.gif" border="0" align="middle" /> Please download the capx, and try yourself.

  • well, i need to bump this...why does the only one enemy get the UID 56 in this project?

  • scirra.com/forum/plugin-canvas_topic46006.html

    i guess the array is to save the temp object form, and to read the new "collision mask" after bullet overlap.

    thanks rojo, this is a good solution; but should be better integrated into c2.

    currently got no idea, how to use this in combination with the solid behaviour in a platformer.

    dl.dropbox.com/u/54216429/destroy_ball_demo.capx

    any suggestions still welcome <img src="smileys/smiley1.gif" border="0" align="middle" />

xeed's avatar

xeed

Member since 15 Jul, 2011

None one is following xeed yet!

Trophy Case

  • 13-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Email Verified

Progress

15/44
How to earn trophies