alextro's Recent Forum Activity

  • In system 'Pick overlapping point' set the x & y to RoomTile then invert the condition.

  • You can add timer to the condition. Define how long object still in contact since object was touching.

    For example touching is last more than 2 secs then set it to hold state.

    If touching was less than 2 secs then set it to tap state.

  • Use 'On touched object' & 'Is touching object'

    With those two condition of touch just enough to perform different action on same object. I use them plenty.

  • Here the rework sample from R0J0hound: Astar_Nodes_rework

    took Me sometime to adopt it to C2 due to some unfamiliar syntax on CC

  • I'm sorry no experience at all on using canvas plug. Maybe you can find relevan sample in FAQ section.

  • Have You set the animation speed to 0?

    Seems doesn't have any issue with mine:

    Try make the player to jump in my capx, compare it with Yours

    lancer.capx

  • Basically the events system pretty similar to C2. Download Construct Classic from.. wait is it completely shut? How unfortune..

    I guess I will re-work that sample in C2 then deliver it to You.

    Of course you can just PM R0J0hound anyway.

  • Looks great & efficient. Nice find Naji.

    I will do the same thing just like You do. See over old projects then experiment with existing codes.

    When re-look again to my project, I always thought I can optimize & reduce bunch lines of code.

    At the time I understand how loop & iteration work, everything change in my mind as if I could see every single pattern.

  • Alternatively You can do this:

    First adjust the collision poly so it looks like >>

    Then set overlapping condition:

    If 4 side/direction are desired, change value 180 into 90 that represent angle variable. For more clarity how many loops must be iterate, add condition "For" and set value from 0 to 1 or 3.

  • The following tutorial written by nimos100 will give you ideas how to achieve generated room including the source:

    https://www.scirra.com/tutorials/999/ra ... node-based

  • Just in case to make sure the "Hurt" state doesn't prevent other actions to occur & make things are executed in right order.

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  • What does the variable Action do when set to "Hurt" ?

    Why not handle the condition on different state like "Hurt_little" and "Hurt_more", so they execute properly.

    I suggest you set the damage at first priority before other actions taking place.

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alextro

Member since 22 Feb, 2012

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