Sargas's Recent Forum Activity

  • If both layout are identical in size, when one layout ends, store the player X and Y in a global variable. (system, set value A to player.x; system, set value B to player.y)

    Then on the next layout, on "start of layout" set the player.x and .y to the global variable number (player, set X to valueA; player, set Y to valueB)

    Think that should do it

  • If you want the 3 red instances to be different images altogether, maybe you need to make 3 separate sprites, and add them to a family to manage their behavior on the eventsheet. https://www.scirra.com/manual/142/families

    if you're set on just using the same object with different images depending on a variable, take a look at this: https://www.scirra.com/manual/75/how-events-work

    there you'll learn how instances are picked.

  • hey, that's pretty much what i had in mind ^^!!

    are you making a battleship game? can i play when you're finished? !!! i love battleship ^^! i spent hours as a child playing this on paper... once, with a cousin, we made a 100x100 board and played for months sending moves over e-mail. eventually we realized we both had made wrong annotations, since all the input was made by hand, and had to give up on it... that was like 2 months in xD

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  • jwoods so... does it work?

  • hey there! I just made this post over a question that could be solved the same way.

  • wait.... you really need to be put to speed here.

    search these words on the page search engine: mobile, export, XKD, cocoonJS, crosswalk, Ios, andriod, preview over Wi-fi.

    go nuts.

  • You could scroll to "lerp". Lerp(A, B, C) <---- lerp uses 3 parameters,

    A = start point, B = goal, C = a number that must range from 0 to 1.

    you must use a variation of this for X and for Y in scroll to. so you need 5 variables.

    var1= where scroll.X is now (A)

    Var2= where scroll.Y is now (A2)

    Var3= where you want scroll.X to go (B)

    var4= where you want scroll.y to go (B2)

    var5= the movement. (starts in 1)

    You'll need to change those variables around as you scroll from one object to the next.

    example. you want to scroll from object 1 to object 2:

    • every 0.01 seconds, as long as var5 is less than 1; add 0.1 to var5 (how fast you add to var 5 determines the speed of the scroll)
    • on a trigger: (on scroll to, you'll see you need to insert X and Y parameters) (if you know how to uses functions this would be super easy)

    set A to object1.X

    set A2 to object1.Y

    set B to object2.X

    and B2 to obejct2.Y

    set var5 to 0

    this would actually look like Scroll to X: lerp(A,B,var5); scroll to Y: lerp(A2,B2,var5)

    let me know if you get it from this, i could later on today make you an actual Capx with all this working ^^ (and please don't be lazy and really try to understand what i wrote)

  • i was going to actually do it, but then i realized it was going to take me too long xD

    however, here's what i was going to do:

    When you click a valid target, call a function and store it's X and Y in the function parameters.

    Then create 2 new squares, and set one on X,1 and another on Y,A. (each sharing only the X or the Y of the the target you clicked, but on the edge of the board)

    And then move them 1 square distance every X seconds for as long as their corresponding X or Y is less than the "function parameter stored" X and Y of the target.

    Then probably destroy the 2 squares as they where there just for showing off .

    Hope you understood me ^^, feel free to ask any follow up questions

  • Hey, I took a look at your project. And it seems you just forgot the set the health variable of the brick dudes when you create them. Currently they spawn with 0 health, hence dying instantly

  • lets try a workaround then

    You could achieve the exact same result as in the game you mentioned by "cutting" the sprite into several small, puzzle piece like, pieces. (in another software)

    Then you could manually manage which pieces are visible and which aren't.

    You would need to have an "empty" image as a background for this to look like in the game you mentioned.

  • https://dl.dropboxusercontent.com/u/206 ... otHit.capx

    hey, try this <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">!

  • ... could not open the file, something wrong with a sprite said construct, maybe you're using custom plugins or something...

    anyway. have you tried using this https://www.scirra.com/manual/146/effects ?

    should allow you to mask an object.

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Sargas

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