mystazsea's Recent Forum Activity

  • yes you are on the right track...

    I would use an invisible sprite object field radius that is pinned to the players pos..

    Then detect overlap with ground objects with the 'field' or 'zone' and raise the objects when they are overlapping.

    or you could just use

    System --> for each (ground Object) or use 'families'

    System --> compare two values -->distance (player x,y, ground object x,y) is less than or equal to (your preferred distance)

    action --> raise ground object

    and of course copy paste all that and invert the events

    if you follow me

    hope that helps somewhat

    happy to look over events if you get stuck

  • Try adding an event that goes something like either one of these

    On collision with wall.object -->

    Set Tank speed to 0

    wait 1-2 secs

    Set Tank speed to (normal speed) or play around with acceleration

    or maybe even better

    On collision with wall.object -->

    start ignoring input

    wait 1-2 secs

    stop ignoring input

    just test it and see what works best and tweak it from there

    hope that helps

  • Simplest solution would be to lower the jump height of the player

    Try adjusting that so the value is just above the platform max height threshold...

    If you use 'snap to grid' in your view tab you could get precise platform heights and not have to worry about manual placement

    hope that helps

  • Congrats on your game...Ill have a look when I get a chance

    well done

  • These might help

    https://www.scirra.com/forum/pixel-perfect-collision_t62461

    https://www.scirra.com/tutorials/973/pixel-perfect-collision-with-bullets

    http://69.24.73.172/scirra/forum/viewtopic.php?f=8&t=2391

    You could also write your own collision detection based on dimensional arrays....

    what I mean is...a sprite object is just an array of pixels...you could make an array for each sprite the requires pixel perfect collision and just program some code that constructs the array as a sprite...

    I mean C2 is doing that already...but you might find a better faster way if you look into it..

    each array entry point could contain as much information as you wish including positional data etc.

    I mean its a double up but you might learn something new in the process which is what this is all about

  • The Function Behaviour might help you

    https://www.scirra.com/manual/149/function

  • There are many ways to do this

    I suggest creating a spawner object that you can move around the canvas however you wish ..either by using the

    spawner -->set position to X{random(range)} Y {random(range)} expressions

    or pathfinding

    or bullet

    or whatever you like

    and either add a timer, a 'every X seconds' condition

    or a system-->wait expression

    to the spawn time ..

    hope that helps somehow

  • Of course you can...but you would need a parser and all the other features of a bot to make it work

    anything is possible..the only limitations are what you can imagine......but you gotta actually start writing the code or nothing will happen

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  • I use a transparent helper sprite object that you can call an additional condition in your mouse event that detects overlap of the helper sprite

    or

    just add another condition to your Mouse event ...-->

    System--> compare two values--> distance(player x,y,object x,y) < (whatever range you want)

    just a few ways..hope that helps

  • If I understand your question correctly ...the event action you are looking for is

    line 20 event sheet 1 make the login console read --> ""&Output.Text

    that might do it.. ..see what happens

  • read your other post...just added the answer for you...

  • Right hand click on the event group scroll down to collapse all....also ..read the manual

    left mouse buttons are action oriented..right mouse are power user controls in general

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mystazsea

Member since 14 May, 2012

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