TELLES0808's Recent Forum Activity

  • Use families then.

    Put object 1 inside a family.

    check object 1 overlapping or hitting family -> actions.

    Actions could be -> destroying the object 1 who collided, or, the family (it means the object inside that family, who collided...)

  • Very nice! =]

  • Never better than a real Native programming languages, if you really have the know how, BUT at least equal, or a little, little bit less.

    The main issue while programming in AS3, what would be the best choice for you (by the easy of use with Flash, and easy of porting for XBOX 360 and PlayStation) or in C#, is the portability loss, and that's The Point.

    HTML5 and java would domain the world someday!

    Also, you get the easy of Use, easy of Plugin implementation, fast prototyping, and a lot of stuff already done and largely tested and mature.

    Plus, Ashley will implement a lot of stuff to make easy the team work, modularity, etc.

    Don't think two times and buy your C2 to support They to make the best tool for game developers, being Curious and Hobbyists to Serious Developers.

  • Object 1 is overlapping Object 2 -> Actions here

    or, if the objects are using any behavior, you could:

    Object 1 hit Object 2 -> Actions here.

  • kkkkkkk newt avatar is hilarious!!

    Saving the file, it'll help a lot soon =]

    Thank you christina, you always have good questions!

  • Try this:

    Make an instance Boolean the circuit branch sprite.

    If it's overlapped by the black box, set the Boolean to false, if it is overlapping another circuit branch with Boolean false, then, it's false too.

    The logic is simple and will always work on any new configuration.

    I'll make a sample for you, but now I can't do it on the job.

    Make sure to always overlap one pixel between each circuit branch, to check their contacts (like in a real world? lol)

    Conditional:

    Circuit is NOT overlapping Black Box;

    Circuit is overlapping Circuit Family (or each circuit individually, sorry);

    Circuit Family Instance Boolean = True;

    ---------> Set Circuit Branch Instance Boolean = True;

    Then, you will have light!

    Else, if the circuit branch is overlapping a black box, or, the another circuit branch is not already TRUE, then, it will not be true.

    It's like following the energy path by checking the branch.

    Also, the first branch need to be always True, because it's energized, alright?

  • Maybe checking if a junction box is overlapping the paths, and giving instance variables for each light, corresponding them to their light ways.

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  • This is camtasia, the best, but open source and free...

    sourceforge.net/projects/portableapps/files/CamStudio%20Portable/CamStudioPortable_2.7_English.paf.exe

    Also, I would recommend don't shout on the Kickstart presentation (aka, shout is use CAPSLOCK!!!), because it give us the feel like you're in panic while writing.

    I didn't understand how to play, or what to do in the game, hoping for a better presentation.

    Good luck with the project!

  • A very preliminary mockup of "When I was on a Zombie Apocalypse" =]

    dl.dropboxusercontent.com/u/47035927/03-ZOMBIE/index.html

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  • Ashley

    Maybe it help clear the understanding, because I need to make sure how the things work to teach right, and sometimes it happen and I can't explain why...

    This image is from the music_box.CAPX followed by the music.CAPX events, where the issue is affecting only the music_box.CAPX. (I edited the first post and updated the file)

    <img src="https://dl.dropboxusercontent.com/u/47035927/temp/sound.png" border="0" />

    Using the trigger "On object touched" or "On object clicked" plus, adding the frame conditional, it will run the action with the frame state = 0 or 1 once, while the second conditional is not meet, it wouldn't run.

    How it's saying to stop the music then immediately restart it, if, it's using a trigger?

    There is no choice of use the "Once while true" here.

    By the way, it is possible to the event happening first, change the condition of the second to valid and the second run at the same time, making it valid, making a looping? Sorry, but it don't make sense.

  • Hello EleBriscoe,

    This is a hard thing to workaround, and is an old issue.

    After a patch, Ashley did a code behavior where depending on the slope angle, the player could drop or stand in.

    And wanting slip over the surface I did a detector anchored to the player, where it detect the slopes angles by overlapping it (by the adjacent side of the triangle formed between the detector and the slope), if it is bigger than a certain angle, this detector will touch it and will push the player to the other side by 1 pixel every desired timelapse.

    You can see the detector alive by playing my game on the signature, or looking this videos:

    [tube]http://www.youtube.com/watch?v=pJFQftlOdH0[/tube]

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TELLES0808

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