Richard Stennett's Recent Forum Activity

  • I disagree a little.

    In this sense we do have some alternate solutions. If Roboat_A had a local variable set to 0 (0 meaning waiting for input) then you could set up various controls schemes.

    If Robot_A local variable = 1 then set his control scheme to Pad_0 = 1 (Global variable)

    If Pad_0 = 1

    Robot_A = 1    ----->   Then set Pad_0 group to active

    Its a rather long way around and I'm sure there will be a simpler solution somewhere but that's how I would go about doing it.

  • Do the towers need to be solid?

    If not then the player won't get stuck on a tower when setting player and enemies to solids

  • Due to no one else offering support on this one I'll offer what advice I can

    I don't have much experience with controllers but here goes.

    You need to create some way for the computer to know that Robot_A is free. A local variable to say he's waiting for a his controls would work here.

    Next you need a way to be able to say which pad has pressed a button 1st, some global variables might be helpful here.

    When a global variable is equal to a robots local variable then that robot can be assigned that pads control scheme.

    You might need to provide some more information to get a more accurate answer from someone who is more experienced in controllers then me.

    It would be far easier just to assign Robot_A to Pad_0, Robot_B to Pad_1 etc

  • You could use animations to force the desired effect.

    Frame 0 - Uncoloured version

    Frame 1 - Coloured Blue

    Frame 2 - Coloured Red

    Etc

    Then create a colour pallet based on your choice. When the user clicks a new colour change a variable.

    If the user then clicks the sprite and his variable is equal to red then change the sprites animation to red.

    Or something along them lines.

    Its a very long winded way of doing it but I'm sure this method would work or at the very least allow you to start making the game until someone else could point out a simpler way.

  • You could set a check on the players position.

    If allies.x (trigger once while true) > 800 = Set Enemy_Tank Local Variable = 'move'

    While Enemy_Tank Local Variable = move   = simulate pressing left

    After 2 seconds set Enemy Tank local variable = 'stop'

    Without knowing more information I can't offer much more help. I hope this helps

  • Make sure your collision boxes on both frames are set to box, while your there making sure the target points are the same.

    I've had this issue before and this solved my problem.

  • Just been looking at your capx file.

    I know you stated you don't want to have to set the players position for every door, but that may well have to happen depending on how many more of these area's you want to use.

    The second solution could be to destroy the player and create him at the door you want him to return to.

    From Layout 2 -> Layout 1. Destroy Player. Create object player at door (linked to Layout 2)

    I have my own project running in a similar way to yours (moving between layouts like doors to buildings) and I set the position every time. Its a pain but it works.

    I'd be interested in knowing if there is a better way

  • Just trigger both directions to be applied at the same time as the key press.

    I remember doing something similar in one of my projects with 8 direction. Seemed to work well enough.

  • Ahh, thats where I must be going wrong.

    I'm sure I've had this working in r99 without the app ID.

    Thanks for all the help you've offered and I'll try again when I register with the development section of facebook

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  • Set up ether a global variable (if its across more then one layout) or a local variable.

    When the user click play set the variable to 1 or playing or something you can easily recognise

    Then you can set up the button will only work when the variable is equal to something you have chosen such as not_playing

    I'm presuming you know how long the song is, so to repeat this action again you could set up another event that after 60 seconds and the variable is equal to playing then set to not playing.

    Hope this helps

  • I have had another look at the code I am using for the Facebook API to work and I still can't see where I am going wrong.

    In the example above (Test.capx) the facebook login sprite wont load until the facebook API is ready.

    Can anyone help me get over this stage as I'm sure once I can get the API to load I can figure out the rest on my own.

  • Ok, I see that I have to have a user input to log the user in, what I don't understand is why the API is failing to load.

    On the example provided the screen remains white until the API is in a 'ready state'

    If the API doesn't enter this 'ready state' then no further actions will work regardless of players input.

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Richard Stennett

Member since 17 Apr, 2012

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