Paradox's Recent Forum Activity

  • Your already alpha sorting right? couldn't you add just the object type to the sort method? 80% of my window is always filled with text objects. having them grouped would pretty it up by itself. (I never remember all the names I use to search.)

    Thinking along those lines, I will now always start my text objects with z. That will fix it for me.

  • If you had gotten it recently you could get it from your purchase history in your account online. But it sounds like you do need to contact Scirra.

    It's a 1k text file with your name, email, timestamp and hash.

    I keep mine in a private Dropbox folder, so I can get it easily if my laptop or other machine need, they don't get updated often.

  • Looks like in Event 4 the length of all the lines is set by the distance between the player and the enemy with the lowest ID. (in other words neither are picked.)

    it needs a "for each" there as well, but that is where you need to have an ID to tell which line belongs to which enemy. This is where the knowledge of the Line of site routine would help.

    Edit: Nevermind, it hit me how the routine must work, instead of the distance between the enemy and the player, just use the Line_of_Sight.x and Y instead. (line 4 change "Enemy.x" to "Line_of_Sight.x" & "Enemy.y" to "Line_of_Sight.y"

    that fixes it. However the lines seem to be offset like the origin point is at the top left. Ah, just checked, the origin point is right in frame one, but jumps all over the place on other frames and animations.

    Well, I have it, I may as well save you the typing now:

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

    however even with the origins all centered, it still seems to draw the lines offset.

  • I never used the line of site tutorial, (yet) so someone who has used it may sort out some of the problems with that.

    But just a quick look changing event 3 to be "For Each" enemy (under system) seemed to fix the lines connecting to the right ememy...

    Edit: Oh, just noticed I could shoot, shot one and saw it left the line of site sprite.

    Add an event so if a line isn't pinned destroy it. Like event 5 in the image.

    <img src="https://dl.dropbox.com/u/85412219/forumposts/ninja.png" border="0" />

    Ok, looking a little more, I think I see one conflict, event 12, (13 if you aready added the destroy line event above.)

    12. IF player is overlapping a Line, AND any of those lines are not on a wall.

    It is possible for the player to be overlapping more than one line, and only one has to be clear of the wall.

  • Ashley is already planning to look into this one:

    from the sept 19 post:

    http://www.scirra.com/forum/topic57102.html

  • If all of them are picked, (you didn't filter any out with events,) it should still work on all of them. "For each" is assumed.

    I would be 100% sure of that if I hadn't just read Justifun's suggestion. <img src="smileys/smiley4.gif" border="0" align="middle" />

    Edit: I see, you meant you do have some filtered? It works the same way as a system version would, they both act on what is picked. (all top events start with everything picked, and you filter down to the ones you want to work on. However you can use "Pick All" to reset the picking list.)

  • Hmm, it's not right at the start of your game is it? Clay takes a second or two to load, so you have to put the early commands in the event: "Clay.io Ready" or it will cause a Java error leaving the game hung on a black screen before the progress bar even appears.

    Most of it's commands require a small wait, and have "on ready" events for those too. but Setting achievements usually is a set and forget. It will pop up a little window on its own after contacting the server to see if that one has already been achieved.   

    It could be another Java error when you award the achievement, are you sure you have the API key set in the Clay Properties? (do other Clay features work?) Java errors usually show in preview mode, not not on exported projects.

    Edit: Oh, and "Clay.io Ready" only fires once, so if you want to check again later, have it set a globle variable. Then you could add a check of the global variable to the setting achievement event, so it won't fire if it's not ready.

  • That's because the variable comparison for a sprites instance variable is under the sprite, not the system.

    Click on the sprite, and look for the "Instance Variable" heading. you will find the comparison there.

  • I would put an instance variable on the Raycast named "Owner" then when you spawn the Raycast at the Baddy location, set "Owner" to the UID of the baddy.

    Then on Raycast colliding with the ninja, "Pick by UID" on the baddys and put that owner variable in that picking. That way only the baddy that spawned the Raycast will exist to whatever you do in that event.

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  • Hey here's some interesting stats, claiming WiiU is better than IE10 on PC...

    http://venturebeat.com/2012/11/01/wii-us-browser-is-better-at-html5-than-internet-explorer-10-on-pc/

  • austin - On the: ..you'll have to include a privacy policy in the settings charm. ...

    Where do you put that code? (in the minimized output of Construct2?)

    Weishaupt - I think the only way is to log into the Clay.io website and log-out there. (I believe that's what I did when I was testing it.) Then you won't be logged-in in when you go into your game.

    Austin, is there something we are missing?

  • It seems less weird after you get used to it. Actually you can click in the color bar under the event too, it selects it all as well. (however it's not always present.)

    I find I disable parts of an event a lot more than the whole thing, it gets used A LOT in debugging. Disable bits here and there seeing what makes a difference.

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Paradox

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