tarek2's Recent Forum Activity

  • Hello, I didn't mean event sheet name duplicate, but event sheet inclusion duplication, for example (using your screenshot) have event sheet 1 included twice in event sheet 2

    Hi

    Yes, I was referring to the same thing, I couldn't reproduce your issue of duplicating the same "Include Event Sheet" twice in the same event sheet.

    But I found another issue:

    For example

    If you right-click on "Event-Sheet1" and choose "Include Eventsheet", it will not show you "Event-Sheet1" on the list to choose from, this works well as expected because events sheets cannot include themselves.

    But if you are on "Event-Sheet2" and have included "Event-Sheet1", if you copy that include by (CTRL + C) then go back to "Event-Sheet1" and do (CTRL + V) it will paste the include "Event-Sheet1". Meaning it ends up including itself, as I show in the pictures.

    Look for example at my first picture:

    Im in "Event Sheet 2"

    And look which event sheet has included = "Event Sheet 2"

    Meaning "Event Sheet 2" it included itself

  • That sounds like a bug if you can duplicate the same Event sheet name twice, you should probably report it to Github.

    I couldn't reproduce it myself but while testing I found another possible bug which lets you assign the same Event sheets to themselves.

    For example:

    EventSheet1 ----> By doing (CTRL + C) & (CTRL + V) you can past include "EventSheet1" on the same EventSheet1

    It doesn't allow you to do that in the normal way of picking an event sheet when you use Include Eventsheet, so I suppose is a bug.

  • Use the expressions:

    Touch.X("BG")
    Touch.Y("BG")
    

    To get the current position of a touch in layer Co-ordinates:

    This takes into account the (Parallax, scaling and rotation) for the provided layer, in this case, is the BG Layer.

    This solves your misconfiguration issue as you have "layer 1" with (Parallax = 0)

    You can hard code the Layer-Name but if in the future you change the layer names, or the object layers to a different layer you will always need to update the layer names on all those events that reference them. So in this case, I would target the "objects.layerName" expression to make it easier for you and less work to do in the future. This way you can change layer names or the object's layer placement without the need to worry about constantly updating the events.

    Set WheelPicker Position to:

    Touch.X(WheelFalling.LayerName)
    Touch.Y(WheelFalling.LayerName)
    
    

    Set Color to:

    Functions.pickColor(Touch.X(WheelFalling.LayerName), Touch.Y(WheelFalling.LayerName), WheelCanvas.UID)
    

    Set WheelPickerStatic Position to:

    Touch.X(WheelStatic.LayerName)
    Touch.Y(WheelStatic.LayerName)
    

    Set Color2 to:

    Functions.pickColor(Touch.X(WheelStatic.LayerName), Touch.Y(WheelStatic.LayerName), WheelCanvas2.UID)
    
  • I have license in older version of construct 2 (266). There is only 'Cursor is over object' option when adding a condition :/

    Yes, that's the one, you just have to invert it to make it negative:

    Cursor is over object <------Invert it
    

    If you want to make any condition negative in construct this is what you do:

    1-Right-Mouse click on the condition

    2-It will open a panel and select "Invert"

  • Very difficult to understand the issue just from the picture and the description:

    Consider posting a small c3 example showing the issue, and if possible a few images with (Right & Wrong) this will help anyone trying to help you, and overcome the language barrier.

  • One idea would be:

    On Mouse Clicked on BG
    Mouse cursor is not over Map: ----------> Close
    
  • > You have also the File system "Write Binary"

    How can I add an image to Binary Data?

    You need 3 plugins:

    -Drawing Canvas or (System Snapshot canvas)

    -BinaryData

    -Ajax

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  • Hello tarek2 It wouldn't be exactly that

    I would like, for example, that when a bomb explodes near enemies, the bomb's damage decreases the enemies' health. But when I do this, it only decreases the health of one enemy.

    There is not much info, so will be impossible to help:

    You say that you have a circle which you are using as the radius area damage, and when it hits multiple enemies it should subtract from their damage. That should work with any of the options they already provided you.

    Enemy on collision sprites: ------> Sprite Subtract health

    or

    Enemy on overlaps sprites: ------> Sprite Subtract health

    Any of the two should pick all the sprites touching the enemy.

    Not sure where is the issue?

    The example I provide you already shows you that is working with "On Collisions" which picks all the sprites that collide with the enemy.

    You just have to replace the "destroy" action with sprite subtract Health.

    But when I do this, it only decreases the health of one enemy.

    If you are asking why isn't working your example then is impossible for anyone to know as they can't see your project. You gonna have to provide an example showing what is not working, so someone can give you an accurate answer. At the moment we just guessing.

    It sounds like you have a Picking problem but we cannot move farther as we need to see an example to investigate.

  • Is a bit difficult to understand what you mean by area.

    It sounds like you want to reduce damage to the enemy for every sprite that hits him?

    You could use the:

    Enemy on collisions with sprites: ----------> Reduce damage

    https://www.dropbox.com/scl/fi/vm3pja2mymtlulg5vzd9g/Collisions.c3p?rlkey=x1ju8w7snxf101um1wtztswhc&dl=0

    Or do you mean something else?

  • Do you want to keep the turret rotation active?

    If you want to keep the rotation handled by the turret then you will need to change all the Animation frame Angle to face (angle = 0)

    So they all face the same direction, otherwise, it will conflict with the turret rotation.

    Then one idea you could do is to keep the events short and clean:

    Change the Animation names to:

    R = 0

    L = 180

    Up = 270

    Down = 90

    Then you set the turret Animation to:

    str(round(((angle(Self.X, Self.Y, Player.X,Player.Y) + 360) % 360)/90) * 90)
    

    You can also use the every x seconds to change the animations, maybe something small Every 0.3 or something like that.

  • I think this issue would be best if you could open a bug report so the C3 team can help you:

    https://github.com/Scirra/Construct-bugs

    They will investigate it and check your (device and browser) details plus any errors to see if there is any fix.

  • You have also the File system "Write Binary"

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tarek2

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