Eliclax's Recent Forum Activity

  • Ok I see

    I hope this works: https://www.dropbox.com/s/ui2c41l5yd7c5 ... .capx?dl=0

    I've PMed you the password (I just remembered this isn't a personal project)

  • Ok Thanks! I'll try that

    In the meantime, how do I actually link something useful?

  • Yes, Thanks!

  • Maybe I should upload the capx.file

    https://www.dropbox.com/sh/npf5lulci385 ... sx3Oa?dl=0

    So in the 'Original' layout, if you run it, click and drag to start playing. You'll notice that if your height:width ratio is not exactly 2:1 then you can move the player outside of the viewport, but not the layout. The enemies (I'll call them bullet projectiles (bp) from now) are free to move in and out of the viewport, but the player isn't supposed to be able to do that. The square bps also warp though, so setting an invisible solid to destroy the bps will affect the square bps and they won't be able to warp.

    And yes this is intended to be a mobile game, just in case you were wondering <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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  • Overview: If there was such thing as tags on solids that would solve the trick, but unfortunately if I just bound the view with invisible solids then enemies can't pass through (these enemies use bullet behavior as well, so if I try deactivating the solids when the enemy reaches it it'll just bounce off). So I need an alternative way to bound my player to the current visible space... Any suggestions?

    Long story:

    So I have a game where there are two types of bullet-behaving 'enemies'. The 'square' type bounces off the 'rectangle' type enemy as follows: rectangles are solids but they don't bounce off solids, and squares aren't solids but they do bounce off solids. The square enemy is also warp-behaving while the rectangle enemies aren't. I realised that when I change the viewport (aka screen) area, I can still move my player outside the viewport, but it is bounded by the layout. I want it to be bounded by the viewport (which is configured to be always inside the layout). Unfortunately as described above, if I try to bound the viewport using invisible solids, the square type enemies will also interact with them. If I only activate them/deactivate them based on certain touch-conditions, what if both a square needs to pass through and the player is touching them? So I haven't got any ideas left, any suggestions?

    Thanks in advance!!

    Eliclax

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Eliclax

Member since 30 Apr, 2016

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