Gmoney's Recent Forum Activity

  • You're welcome, heyguy. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    I have removed the 'bullet disabled' event from the event sheet, and added Box.Bullet.Speed / 5 on collision with walls.

    https://www.dropbox.com/s/ghumj02vn62rm ... .capx?dl=0

    For the thrown object's overlapping issue with tilemap, I would look into the object's set collision polygon to check first; after going into C2's image editor.

    If everything is found to be correct there, then we'd need to investigate further. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

  • Tekniko Gmoney Thanks a lot guys! This helped a ton! So I modified my throw events to work more like Gmoney's capx. Will modify this further with added functions, added variables and other goodies. I want items you can throw to be used as weapons, for puzzles and other sequences. This pink box specifically helps you reach a higher platform but this other throwable items can also hurt enemies as well.

    So the throw works nicer but I now have a bug where eventually my character will start throwing the object in the opposite direction or just get stuck throwing it in one direction. Sometimes this bug will happen immediately, sometimes it'll take a few throws. Here are my events.

    You're welcome, heyguy..!! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    This method will correct the throw bugs.

    https://www.dropbox.com/s/2djw1gykv1rft ... .capx?dl=0

  • You're always welcome, heyguy..!! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    I would unpin the barriers once one of them hits the wall.

    Here's an example of the unpin method.

    https://www.dropbox.com/s/jvze67iehgwat ... .capx?dl=0

    The basic idea is to use those barriers on the side as bouncing points for just one flying enemy only.

    Once the enemy gets destroyed, then I would destroy the barriers at the same time and move on to the next enemy.

    Since the game's canvas is much larger than the (500,500) size used on the example capx file, the correct way of handling the unpin would be..

    1. Immediately unpin the barrier that hits the wall.

    2. Unpin the one didn't hit the wall.

    3. When the Player moves away from the wall, then pin again.

    I would use a variable for this method as well. For example..

    a. Dropped = 1 when the right side barrier hits the wall and unpins from the Player.

    b. When Dropped = 1 occurs, the left side barrier unpins at the same time.

    c. There should be another variable called DistanceFrom and it's set to Player.x's location after dropping the barriers.

    d. While Dropped = 1, when DistanceFrom becomes -50 or so, meaing Player's X moved away from the wall 50 in the amount of 50 pixels, then Pin those barriers again to the Imagepoint 1 and 2.

    4. This way, the Player will always have the wall while the Enemy is chasing and hovering above, even after hitting the wall.

    In order to prevent the enemy from chasing the Player forever and interfering with other enemies, I would..

    1. Set a variable of EnemyPosition and trigger only once to record Enemy's X and Y position when its line of sight activates.

    2. If EnemyPosition is bigger than a certain number of pixels, meaning the enemy was following the Player for more than that number of pixels (e.g. 350), then Enemy will lose line of sight and move back to the EnemyPosition.

    Just an idea, but they should work.

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  • Check this out, heyguy. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    I don't think anyone has ever tried this method yet, but here goes. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/43p5ojlsye06y ... .capx?dl=0

  • Check this out, Smileh. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/noldacbvr58kz ... .capx?dl=0

  • You're welcome, TheWindmiller. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    By the way, this is the best C2 particles demo capx file I have found so far. Check it out.

    https://www.scirra.com/tutorials/761/particle-demo-capx

  • Thank you Gmoney but I can't open the link :c

    I'm so sorry, Nestorj66. I don't know what happened there. <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked">

    Here's the correct link.

    I'll always double check the link after I upload it from now on. <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed"> (I'm so sorry..)

    https://www.dropbox.com/s/ocfb9pv8fvxh4 ... .capx?dl=0

  • Check out this example. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Explanation

    1. When jumped on enemy's head, enemy dies and player bounces off.

    2. When jumped on enemy's head while pressing [Down], enemy dies and player jumps again higher.

    https://www.dropbox.com/s/srbm69t2ouu0u ... .capx?dl=0

  • You're welcome, nmf004.

    That's odd.. <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused"> I tested it on my mobile device, but didn't see the first controller being angled to last touch..

    Anyway, yes, please try drag and drop function instead. (I wish I could have been more help.)

    Oh, and this example has variables to not allow both controllers to be touched at the same time.. I tested it on my device but the result was the same.. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    https://www.dropbox.com/s/rpfzeg7j4zn0k ... .capx?dl=0

  • Check out Rexrainbow's [Plugin]Board, Layout2Board [Behavior] Grid Move.

    plugin-board-layout2board-behavior-grid-move_t69647?start=360

    This was the best thread I've read on the grid movement.

    how-do-i-grid-movement-solved_t107209

    Here's Lordshiva1948's tutorial on chessboard movement.

    https://www.scirra.com/tutorials/864/board-movements

    And lastly, jomo's great 4 part series tutorials on the same subject.

    https://www.scirra.com/tutorials/4997/r ... oard-basic

    https://www.scirra.com/tutorials/5000/r ... -detection

    https://www.scirra.com/tutorials/5003/r ... nd-add-row

    https://www.scirra.com/tutorials/5006/r ... -it-a-game

  • Now it works perfectly. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Here's the working version, TheWindmiller.

    https://www.dropbox.com/s/u8mtayib2917k ... .capx?dl=0

    Quotation marks error..

    json should look like

    "{""c2"":true,""w"":{""x"":180,""y"":450,""w"":128,""h"":128,""l"":719120155086956,""zi"":0,""hX"":0}...[/code:xv30zqqb]
    
    not
    
    [code:xv30zqqb]"{'c2':true,'w':{'x':180,'y':450,'w':128,'h':128,'l':719120155086956,'zi':0,'hX':0}..[/code:xv30zqqb]
    

    Thank you very much for the information, korbaach. That works. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    You have to ....

    Action ... sprite particles .. set from json .. the json string

    (not load game from json)

    To get that string, it is probaly easyer to copy the string in the debugger from the textbox. Then return to your project and past that string where it belongs.

    It is not meant to keep that textbox, that is just a tempory placeholder to harvest that json string. Delete it.

    Thank you very much for the information, 99Instances2Go. That works.

    Oh, I left the textbox there on purpose, so TheWindmiller can use it for his/her projects. Thank you again, 99Instances2Go. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

  • It'll be a while before I can look at it. Maybe next Sunday at the earliest.

    Next Sunday? ok.

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Gmoney

Member since 7 Nov, 2015

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