KFC's Recent Forum Activity

  • Thanks a lot for building this but when i try to open it, it shows this

    https://dl.dropbox.com/u/79020893/New%20project1/error.PNG

    The r90 isn't the latest version ?

    r90 is the latest stable version, r91 is a testing version.

    You can download it here.

  • j1k I just downloaded and installed v0.6.18 of node.js few days ago and installed socket.io without any problem.

  • I'm not sure if this is a bug or I'm just failing to understand the logic behind it.

    When I'm using the or block, after clicking the sprite, its size decreases by 10 pixels, but after the wait action it does not increase back to its original size

    <img src="http://i297.photobucket.com/albums/mm206/KillerFromCro/notworking.jpg" border="0">

    Using two different sub-events makes it work normally.

    <img src="http://i297.photobucket.com/albums/mm206/KillerFromCro/working.jpg" border="0">

    EDIT: tested by mouse click

    CAPX

  • Do you want every instance of the same object to move differently or that every object has its own movement?

    EDIT:

    So if you want the objects to maintain their speed while "bouncing" you just need to edit their Y movement when colliding with top and bottom boundaries and their X movement if they collide with left and right boundaries.

    So lets say one object is moving 100,-100 pixels per second. When it collides with the top boundary just make it move at 100,100.

  • You need to have at least two different conditions. Right click on the event and you'll see the "Make 'or' block" option.

  • I guess what you'd have to do is compare the x and y distance between the character and the mouse when clicked and then figure out what's the optimal combination of movement directions to get to that position.

    So for instance, your character is at 0,0 and you clicked at 100,100 obviously you're character will be moving with the SW direction (at 135?).

    Now if you want to get from 0,0 to 100,50 you'd use 135? direction to get your y to 50 and for the rest of x use the 90? movement.

    Hope this idea helps and if anyone has a better solution I'm sure they'll post it here.

  • When you have an object selected, under Properties you'll have the option to select the initial visibility. You can also change the visibility of an object with events in the event sheet.

    As for your save game question:

    http://www.scirra.com/forum/save-game-score-on-a-server_topic51098.html

    http://www.scirra.com/forum/webstorage-save-game_topic46118.html

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  • AoE - just have big circle sprite spawn right where the projectile landed. Make the sprite as big as you want your AoE to be and everything within that circle will take damage. And obviously you're going to make that circle invisible.

    Melee - create a rectangle, as big as you want your melee range to be, make it invisible and have it always in front of your character. Now if an enemy is overlapping that rectangle and the player presses the attack button, deal damage to that enemy.

  • I made my version of the thumbstick.

    I really rushed through this, so I didn't put any comments or even rename some of the sprites, sorry.

    Hope it easy enough for you to understand. (Start with setting the "MovementTest" layer and the white "Sprite" sprite to 100 opacity)

    I only put mouse controls, but you can easily add touch controls.

    Hopefully I'll have touch added and tested by the end of the week.

    TouchNub.capx

    EDIT: I am aware that I could have used only one sprite instead of the 9 used on the MovementTest layer, but I guess this makes it easier to understand.... or something.

  • Works great, thanks.

  • Thanks, totally missed that thread.

  • I'm having trouble with changing the movement of an enemy via numb variables.

    <img src="http://i297.photobucket.com/albums/mm206/KillerFromCro/Movement_Test.jpg" border="0">

    Move = 2 easily sets to Move = 1 when overlapping, but doesn't work vice versa.

    Also using boolean works fine.

    capx

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KFC

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