vandinz's Recent Forum Activity

  • Hi, I have a game inwhich the player has to collect stars (original I know) but I can't figure a way to check if all the stars on the layout have been picked up before allowing them to continue.

    I have a block that's in the way of the exit, once all stars are gone the block moves. I've tried checking if the star sprite IS ON LAYER (and inverted) but it doesn't work.

    I have 2 layouts using the same event sheet, is it because the stars on the other layout are still there or should the event react on the layout that's currently playing?

    Cheers.

    http://dl.dropbox.com/u/74633005/plat.capx

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  • Just wondered what the name means? :)

  • Brilliant :)

  • You're going to love me :)

    I've copied your method (the final one) and although it seems to work OK instead of the blast creating a hole in the barrier, it puts a grey box there instead. I've gone through all the properties of each item and matched them up to yours but I can't figure out what I'm doing wrong.

    Any chance of a heads up? Cheers

    New CAP file

  • Thank you so much :)

  • I've toyed with the idea of creating a frame for several possible hits but that wouldn't look right so I would prefer to do it dynamically. It doesn't have to be per-pixel, just close enough to look OK.

    EDIT - I've just found the post I mentioned in-which Ashley created something that others have used for their own Space Invaders barriers. It's an old post though and the link to the file isn't there anymore - http://www.scirra.com/forum/destructible-terrain-095_topic34854.html

  • Cheers chaps, helped me loads. Much appreciated.

  • Hi, still on my Space Invaders game and having trouble with the destructible barriers. There are a couple of posts on here that mention using the Canvas plugin, but the examples in those posts (by Ashley I think) aren't there any more so I'm a bit stumped.

    Has anyone got an example of how to create a destructible barrier I could look at?

    Thanks in advance. <img src="smileys/smiley12.gif" border="0" align="middle" />

  • OK one last try at bumping this thread. I hate doing that but I'm totally stuck at the moment and can't move on with this issue. PLEASE if anyone has any ideas they'll be greatly appreciated.

  • I still can't figure this out. I've tried everything I can think of, read numerous threads on here and I can't see anything wrong with what I've created. So WHY does it treat the OR statements as AND? Is this a known bug?

    When all of a certain sprite have been destroyed, is a 'blank' version placed somewhere by the engine that might be messing up the check? I'm pulling my hair out here! lol.

  • Thanks guys. Your suggestion worked a treat KD but I've not run into another issue.

    Here's the 'code' to check if the enemy sprite has passed a certain point. It works fine until the player kills all of a certain type. For example in the picture you can see the yellow alien sprite. If the player kills all them, the game then ignores this event and the aliens go off the screen!

    I've set it as an OR block so the game checks if alien1 OR alien2 OR alien3 goes passed a point but it's behaving as though it's set as an AND. Have I set this right? Can you spot any problems in the way I've used the OR block?

    Thanks again.

    Uploaded with ImageShack.us

    EDIT * - Here's the CAP file if it's any help - spaceinvaders.capx

  • I didn't really want to 'jump' the X coord to a value less than 900 as this would make it look like the aliens jerk back which isn't right anyway. I know I'm doing it wrong, there must be a better method to perform the action. I can't come up with one atm though :(

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vandinz

Member since 30 Aug, 2011

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