vee41's Recent Forum Activity

  • Here are few posts about reversing animations:

    scirra.com/forum/play-animation-in-reverse_topic48894.html

    scirra.com/forum/need-to-reverse-animation_topic55826.html

    There are various solutions for the problem. Here is one implementation, hopefully it's close what you were looking for: Animated level select

    Mouse clicks 'simulate' touch events by the way, so you can use touch object even if you use a mouse. :)

    If you wish to include me in the credits, I have no objections, would be an honor :)

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  • Changing the animation would be the way to go here most probably. Collision polygon might causeunwanted effects, so adding invisible collision sprite is good idea on some cases. Tutorials should touch this subject as well :-)

  • Video plugin

    That should work, haven't used it myself. :)

  • There is a bug with the solids that allows you (the player) to fall through at the layout border, does anyone know how i can fix this?

    Like we've said, post either a .capx of your problem or screenshots of the events, otherwise we really can't help. :)

  • Ok, but how do i post an screenshot here?

    You can upload your screenshot to imgur, dorpbox or whatever free services there are and post the link to it.

  • By the Way: I lose and I get no awesome Balls! Fun game Man.

    Thanks :)

    Here is a quick demo I made to show I might do this:

    Touch demo

  • So if i am understanding correctly I just append my sprite animations to allow for the touch count to find them...like "Act1toCh1_" (resulting in Act1toCh1_1) or Ch1toCh2_2?

    Yup, that is the idea. You can just remove the last number in set animation action, so the action reads: set animation to "Act1ToCh" & Sprite.touches

    No need to rename all animations unless you feel it is necessary :)

  • As much as this would help, i don't wish to publish my game draft just yet, i like to keep my ideas to myself and my friends, but what im using for lighting the stone entrances to the caves is an invisible block called "light" that has the bullet behavior and is traveling downwards.. once it collides with dark stone the "light" is destroyed and so is the stone and a light stone is spawned in place of the dark stone.. i had the light block rotated 90 degrees so it travels downward at a speed of 80 and an acceleration of 50, i don't quite understand why this simple event lags the game so much...

    Post at least a screenshot of these events, it's impossible to help otherwise. My guess is, you have an event that is constantly triggered and possibly spawning some items and causing lagging.

  • On a separate question, is there a way to;

    Set Angle Away From Position?

    Before you say "invert the values" I want to use this to set my "NPC's" to run away from the Enemy's. ATM I just have them all running in Random(360) directions. Since inverting the values only works for unchanging values, is their an equation or action or something that inverts the values for me?

    Don't know what behavior (if any) you use for movement, but in general this should work:

    enemy set angle towards position: player x,y

    enemy set angle: enemy.angle-180

    Or alternatively, if you prefer single action:

    enemy set angle: angle(enemy.x, enemy.x, player.x, player.y) - 180

  • I want to know if there is a condition which checks if all instances of an object are destroyed.

    From system-> compare two values condition: sprite.count = 0. That would check if any instances of the object exist. sprite.count is built-in variable that keeps count of how many instances of an object exist.

  • In the example my sprite object name is "LevSel" and the animations associated with that sprite are "Act1toCh1", "Ch1toCh2", etc. I have the Stop Animation set up to prevent the 1st animation from running before any touches happen.

    Unfortunately this does not appear to work. What am I missing?

    Almost correct, except for the above part! :)

    The idea is, that at your 'set animation' action you dynamically create the name of the animation you want to refer. So that would mean merging the touches variable as part of the created animation name.

    What happens now, is that you try to set animation name as "Act1toCh1" & sprite.touches, which seeks for animation called "Act1toCh11" (notice the extra 1, which is value of touches variable).

    What you want, is it to seek animation with touches variable replacing the last number. You can achieve it like this: "Act1toCh" & sprite.touches. So if your touches variable is 4, you would seek an animation called "Act1toCh4".

    This technique is not the most obvious or clear to use, but it's something I personally use very often. Hope this clears it up! :)

  • From objects conditions, select 'compare instance variable'. Select <= 20 and then add another condition with >= 30

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vee41

Member since 12 Apr, 2012

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