Paradox's Recent Forum Activity

  • Odd that the example does work in Firefox, but not IE or Chrome.

  • Weird. I confirm the example does it in Firefox too.

  • Tom

    It would appear The Badges page recalculates and leaves something out. I go there and my number drops by about 1000.

    However, the Reputation page also recalculates, and restores the 1000.

  • Edit: see edit below:

    I think I see the problem, the tower is storing the UID of the target, but when a new target appears the first UID is overwritten with the next one, so that lifedrain can no longer be found to destroy.

    Instead of storing the UID of the lifedrain in the tower, store the host tower UID in each spawned lifedrain.

    When the tower doesn't have a target, (use "for each" tower) search for any lifedrains with that tower's UID and destroy them.

    ---edit---

    Ok, it sounded logical, but I tried it, and that only helps if you are supposed to have multiple targets. ("for each" was the only thing right)

    In this case, it better to confirm the tower isn't already firing, and you won't have a conflict.

    [attachment=0:1wumzh7j][/attachment:1wumzh7j]

  • You want behaviors Rotate, Solid, Pin, and Physics. Physics will lets one solid push another.

  • Problem Description

    I'm making a tablet board game, where players can 90 degree rotate the Square layout to where they are sitting around the tablet, without sliding the tablet itself.

    The example is the pan zoom example I used so players can zoom and pan around the game board.

    The UI stays put so they can hit buttons without having to pan around looking for them.

    The UI text boxes after rotating float in diagonal directions even though Parallax for their layer is 0,0. That didn't bother me, as sprite fonts seem to work, and I will switch the text to them.

    However the Sprite collision polys also scroll the same way. As you can see in the example, the button sprite stays put, but to click it you have to click between the text arrows where ever they happen to be, even though they are all on the same 0,0 layer.

    Attach a Capx

    [attachment=0:3e1t753p][/attachment:3e1t753p]

    Description of Capx

    The only event added to your "Example: Touch Zooming" is #1, which rotates the Layout. (and LayoutAngle to the text, to confirm it wasn't out of range)

    The layout was switched to Square, matching my original. (Fullscreen settings didn't seem to have any effect.)

    Collision paths were only used for button touches.

    Steps to Reproduce Bug

    • In the example, Click the rotate button sprite.
    • The layout offsets, but that wasn't the concern. While scrolling you see the text on the UI layer with parallax 0,0 floating in both x and y, even when scrolling in one.
    • The button's collision path is also floating the same as the text, as illustrated by being clickable where marked by the text. Observed Result Parallax 0,0 doesn't seem to hold up for text and collision polygons when the layout is rotated. Expected Result The text would stay in place like it does when right side up. And buttons would be clickable/touchable. Affected Browsers
      • Chrome: (YES) (exported win 7 and win 8)
      • FireFox: (YES)
      • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 7 64 bit

    Construct 2 Version ID

    first noticed in r190 now using r191

  • Sorry for the delay, I missed your reply.

    I added a Boolean variable to the arrow "NewArrow" default to true.

    Then to each place the arrow is further manipulated, I checked "Is NewArrow"

    Then after it hits the sprite, I change that arrows "NewArrow" value to false. That way only the 1 NewArrow gets adjusted.

    (just noticed the arrow on the layout at the start also flys in when you shoot the first arrow. either destroy all arrows on startup, or move it under the layout so you never see it.)

    Capx included:

    Edit: just realized if you fire many arrows at once, there will be more than one true at a time. (this caused some arrows to go too deep or all the way through.)

    You have a solution already started that does work.

    Replace my "Is NewArrow" events with your "Pick Top Instance" and it works fine without the variable.

  • Can you make a capx showing just the problem? It's hard to suggest a solution without really knowing whats happening.

    Are you spawning a new arrow and rotating all arrows mid-air?

  • Organize your event sheets:

    (click the image to see the whole thing, and the list of numbers)

    • Use multiple event sheets, and include them in your Layout event sheet. This lets you use the same code for multiple event sheets, and keeps it from being one huge list of events. Right click below all your events to Include an event sheet.
    • Use Groups to break up your events into sections. Be sure to drag the events into the group. Right click on the left edge of the event bar to find the Add/Add group. (Not on the event itself, that's a different menu.) Or you can see it's also in the menu under the events. (#1)
    • You can then fold up the group, so it's hidden when you aren't working on it.
    • You can also fold up large sets of sub-events when you have them working right. Out of sight, and out of the way. (see event 10 is followed by event 25.)

    [attachment=0:35cq9d1w][/attachment:35cq9d1w]

    If you want to move a block of events to a new Event sheet, When you hit cut, you may be warned that deleting this may remove other events. As long as you immediately paste them into the new sheet, all the lost events will be restored.

  • Your trying to import it as a sprite strip? It has to be divided into a grid, and each block in the grid is turned into a sprite.

    Your arrangement can't be divided evenly. The first column is shorter than the second, so will get cut in the wrong places.

    You can load the png strip into an editor and edit their positions. Or load the whole png into Construct2 as one frame of a sprite and crop out the first image. Then load the whole png again in the second frame and crop the next image, and so on.

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  • I would expect your game would generate the same animation of an explosion each time a player made one.

    All other factors are what should be detectable. How I might do it:

    Give points for good placement.

    And points for what was used to make the explosion. (like engulfing more explosive fuel.)

    Give points to more than one explosion animation touching. (if they touch, they could merge into a larger one.)

    Give points to the amount of destruction done. (count the flying bits?)

    If simultaneous explosions around the screen count as part of the one, add them up to see much screen they all took up.

    Maybe it had factors that took points away too, how much they overlap structures that don't take damage, or

    other hampering events, like rain, shields, or the repair-ability of what got blown up..

    Your scenario might have other factors to give points for as well.

  • I got to 400, and went to work in Alaska for the summer, so I had to let mine go. It would have been over 500 now.

    (Lousy internet.)

    mmmm cheese...

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Paradox

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