GamerGon's Recent Forum Activity

  • Your link is missing some part. Past it like a URL so we can get it right.

    Anyway, it sounds like your problem has to be this:

    "Categorise audio files correctly

    It is important to organise audio files appropriately, because audio files in the Sounds project folder are downloaded completely before playing, but files in the Music folder are streamed. This means if a Music track is accidentally put in the Sounds folder, it would have to download completely (which could take a couple of minutes) before it started playing. However, audio in the Music folder can start playing immediately since it is streamed from the server."

    https://www.scirra.com/manual/109/audio

  • Inside de collision condition, use "Pick nth instance" (is a zero based list, so zero is the first picked object) to pick only one, then apply your "Destroy" action.

  • Thanks! it helped a lot

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  • DonRIF & mumu64 you're welcome guys. "Glad" to see that I wasn't the only one suffereing with that...

    cranberrygame is there a difference between your bought plugins vs free plugins downloaded from http://cranberrygame.github.io/?referrer=c2forum and how to get a license for de VideoUnityAds plugin? it says in the property that I need a license or pay 2% from the income. It's not very clear. Thank you!

  • Thank you!

  • Ashley, even in this situation?

    Condition 1

    • SubCondition A

    -- Action A1

    -- Action A2

    -- Action A3

    -- Action A4

    -- ...

    -- Action A1000

    • SubCondition B

    -- Action B1

    -- Action B2

    -- Action B3

    SubCondition A & SubCondition B are in the same hierarchy level.

    SubCondition B is evaluated after Action A1000 execution?

  • > I don't whink you need some kind of special behavior to do it... I did something similar in our very first game: http://lucho.octetostudios.com/

    > Maybe you will not understand the instructions because it's in spanish, but the idea of police patrolling is what I think you are looking for.

    >

    > Basically what we did was that every police has an instance variable called "name" (police01, police02, etc). The patrol between points (A and B) have an instance variable called "forPoliceName" (police01, police02, etc). So, this way the patrolling points belongs only to one police instance. Then you patrolling method has to evaluate if the patrolling point belongs to the police you are moving or not and then move to it or another if the condition matches or not.

    >

    > In that game, we have several police instances and every police has several patrolling points and it works perfect. Even the patrolling path changes to you if you get caught entering to a house. The police starts following you for a limited period of time and then it gets back to its original patrolling path. Take a look at it a tell me if it helps <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    >

    This is sort of what I am looking for.

    Could you perhaps explain further in detail?

    Thank you.

    Give me a couple of days to me find the C2 project to remember all the details and explain a little more or maybe post and image of a piece "of code" ... it was a long time ago...

  • It's not very clear what you want... but, a few ideas:

    • You can group up your sprites of interest to collide in a family and then create your "sprite on collition with family" to do what you want to do. If your objects collide with an object that is not in your family, it will do no action and it will only collide.
    • You can group up your sprites of interest to collide in one family and sprites of interest not to collide in another family... then enable or disable collition to the families instead of individual sprites.
  • Agree with LittleStain. I would disable physics in that moment but just because it's a one line action compared to set velocity, angular velocity, etc.

  • Oh... now I see.

    Seems like your project is broken.

    Do all the characters animations and frames have the same collision points? Because you have to set it for every frame and animation of all your characters.

    Are you using third parties plugins?

    Did you modified C2 projects files manually with a text editor?

  • Post a screenshot of the piece of code where you are setting the angle of motion for the bullet.

    LittleStain gave you the key to your question, now it's just a detail to achieve exactly what you want

  • "Solved". I've found a workaround.

    It's an issue of XDK. Even with the additions.xml file correctly edited from the beginning (new xdk project), the first time I press BUILD button it generates the same error creating android, crosswalk, ios, windows8 default files (so they didn't work). With this, what I did was to delete manually those runtime generated files and pressed Build button again... this time it worked and XDK created the right configurations files for every type of export (android, crosswalk, ios & windows8... and of course together with the build I was waiting for.

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GamerGon

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