brockatkinson's Recent Forum Activity

  • For debugging purposes, too, your collisions should really be set to a completely separate layer--it'll make everything easier down the track.

    Especially if you set a particular 'debug' button which disappears the other layers except the collision one, in case you get stuck.

  • Could you have also done it with 'Pick top/bottom'?

  • Hmm. I'm not even sure if it's possible, because it references every single one when they exist in the exact same location.

    I tried a whole bunch of things, and none worked. I'm not sure why--it should be a fairly trivial thing to do.

    The only way I could 'fix' it was to apply a Solid behaviour to them all, but that's not really the fix you're looking for.

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  • If you work on the tutorials on the site, it should be relatively easy to apply your newly gained skills to figure out a 'duck hunt' kind of game.

  • There is a plugin which does it already, and works. Ashley says that he's working on Networking.

    However, you've gotta understand that most networking is not 'plug'n'play', it takes ages to set up right.

    How to create online multiplayer

  • If you look into the plugins section, you'll find a video plugin.

  • Instead of using families, make a layer called Collision, and make a tiny red box (like, 5x5 pixels), and spread it around where there is collision. Make THIS object solid. Check for collision against this object only. Make sure to make this layer invisible, though (or probably toggle-able, if you want to have a 'debug' area).

    This is probably something you should end up doing normally, because it removes ambiguity in collision detection.

  • post the capx and we'll have a look at it.

    You are using Mouse|On Object Clicked, right?

  • In addition, there is a function in Unity that I would like imported to Construct--zoom to selected object.

    When an object is highlighted in the Project, I'd like there to be a specific button (Unity uses F) which zooms into that object. Sometimes it's difficult to find, when there are a lot of objects on the screen.

  • What are you doing on here grinning dog. You are a dog you do not belong on an internet forum.

    You don't even have the motor skills required to type.

  • If objects are set as global objects, then no--these variables carry across layouts. But if they're not set to global objects, then technically they're a completely new object when they're in another layout.

  • When you have the MoveTo behavior, you can't set the target object to an image-point, like you can with Set Position to Object. Could we please have that addition in a future build?

    I know it's possible to do it through the Set Target Position (X = Obj.ImagePointX(ImagePoint), but it just feels like a lot more work

    :3

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brockatkinson

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