Paradox's Recent Forum Activity

  • Were you saying you tried Google Chrome too, or saying that browser is the same as Google Chrome?

    Try another browser as well, it's always possible that one doesn't support Webstorage.

  • Frames is probably how I would have done it, you could then have day and night cycles with an event changing all frame 3s to frame 4s at a certain time.

    I can't seem to duplicate the solids not working right, can you make an example capx that does the same thing?

  • Since the new turrets check range, it might also be possible to set each planet as a turret, switching gravity to that planet when within the turrets range.

    Realized I have an example of using turrets for range detection in my dropbox.

    https://dl.dropbox.com/u/85412219/forumposts/TurretForRange.capx

    It's not a gravity well game, more like waking zombies when you move too close. but's its just 2 events.

    showing mainly "On target Acquired" trigger could be used to change the gravity target.

  • Or make a dockable behavior window, and when docked it's live to whichever object is selected. You could switch it off when not working with behaviors.

    Edit: not suggesting it be moved up the list, I was just offering what sounded like a solution that may already have code in place.

  • If you are using physics, you can set the collision path to circle under "Physics" in the "Object type Properties" bar. (above the "add behavior" button, it's not in the animation editor.)

    As for the gravity, someone else will have to help, I haven't tackled that one myself yet.

  • So you're actually lighting the terrain? I thought your were lighting moving objects.

    is the terrain changing, or could you have it draw everything in a group once at the beginning, then shut that group off? (make group inactive)

    the only problem I could imagine with the solids would be the object maybe stepping too far inside before the collision was detected, but I don't know for sure. I would need to experiment, but I am headed out the door, I'll try it tonight.

  • I made a quick demo for you to show us what's happening, but you were too fast.

    https://dl.dropbox.com/u/85412219/forumposts/Shadow.capx

    Are you mixing "Solid" with "Physics?" They aren't really compatible. Notice in my demo, (which used the Scirra example that comes with Construct2) nothing is "Solid" they are all just using physics behavior.

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  • You could add a condition to the trigger that checks the object to see if the object exists, or is already lit. You could set a variable and add the condition to see if it is already set.

    Or use the system event, "Trigger Once while true."

    Lots of ways, but they depend on your events. But actually you sound like you may have most of that covered, in that everything you were checking is destroyed.

    Could you make a small demo capx that works similar to what you are doing that we can make suggestions for?

  • The UIDs are probably saved as well. If you have the UID of an object in a variable, the reloaded object has to have that same UID for the variable to have the right one.

  • Is it using any plugins or behaviors that "Access" anything?

    Have you output it as html5 and put it on your own server to see if it works online that way?

  • Particles are optimized slightly to make them better than spawning multiple sprites. But not by much, if particles had the extra abilities it would become better to use sprites. So they will probably say use a sprite instead.

    I have used multiple overlapping particle emitters in the past, each spewing it's own image. (IE sparks, smoke, and fire.) That may be an option.

    Ashley beat me to it. ;-)

  • Did you try making a simple test program to see if it works? If it does work, then it would narrow it down because you know it what is not the problem.

    If it doesn't work you could post it here for others to test and see if it works for them. If it doesn't work, they may be able to point out what is wrong.

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Paradox

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