vee41's Recent Forum Activity

  • You are spawning them on top of each other. Check create object action in system menu, probably more suited for what you are doing.

  • I thought about that but that would require 150 booleans, is there no easier way? :P

    unless your squares are separate objects you can do with just one. Instances of square object will have their own variable. :)

  • vee41 Thank you, that's perfect, still wish for a global one though, so every tick I don't need to test is active.

    The other solution I posted is more 'reactive' and doesn't involve constant checks. And I recall Ashley saying that using every tick is actually not such bad practise :)

  • Nice, I think it would be cool effect if instead of whole background you would rotate just that transparent nebula thingy :)

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  • I believe you could use CSS for construct text objects.

    Perhaps effects could do something with this as well. Or you could just do the text in your image editor and import it into construct as sprite.

  • My bad, the formula for checking overlap would actually be:

    Mob.ImagePointX(1) - Mob.X

    Mob.ImagePointY(1) - Mob.Y

    as it's offset from the object and not direct location coordinates :)

    Anyway, seems there is another problem when checking for overlaps from same objects, couldn't quite understand why. Probably someone else can shed some light on this? Does it perhaps have something to do with picking, like both of the objects are picked when checking for overlap and something weird happens?

    One way to go around this would be to add 'mob' into a family and check if there is overlap with that family. Not the most elegant way but seems to work.

  • When you say 'layout', do you mean separate event sheet?

    I don't think there is any difference performance wise, as with most coding the biggest thing is what approach is most manageable and easiest to understand.

    Also, alternative to activating masses of groups could be using functions which I prefer in most cases.

    I prefer groups, some people prefer separate event sheets. :)

  • Thanks for the feedback vee.

    That's much more efficient than messing about with maths. However, they still spawn on top of each other. Am using imagepoint 1.

    Then you should check that your sprites collision polygon is properly set. Posting a .capx of your problem would also make it easier to see what is the cause for that :)

  • Make your 'not overlapping" condition like this:

    Not overlapping Mob at offset (Mob.imagepointX(1), Mob.ImagepointY(1))

    This condition checks if there is overlapping mob at location of the designated imagepoint.

    I am assuming that imagepoint you are checking for is imagepoint 1. Imagepoint 0 should always be your objects origin :)

  • I edited my old example a bit, here is an example how you could do it:

    Matcher demo

  • Oh, so it would be like multikill or killstreak? Set a timer that resets the multiplier if you don't make a kill in certain time.

  • -> Monster On collision with Planet

    .. disable gravitation

    Or add 'monster NOT overlapping planet' condition to your gravitation thingy there. :)

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vee41

Member since 12 Apr, 2012

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