timcs's Recent Forum Activity

  • Thats true, the collission polygons of the box keeps things inside the layout. That was a very bad suggestion.

    I dont know if this 'collission' is supposed the act a 'physics collision', i suppose not.

    Then i dont see a problem.

    Give the player parts an identification instance variable, say 'id'.

    Player instance variable 'id' = bristle.

    On (player) overlapping (enemy)

    ............ do stuff

    Not sure if the overlapping logic will work correctly for this game as the idea is to create a brushing effect ,. as if the player object is just overlapping the enemy object then the "brushing effect" is not really going to happen as well as I have tried to use it so can this method you have mentioned work with on collision ?.

    At the moment I am using the on collision statement with the bristles on the enemy .

    Thanks TimCS

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  • Do the collisions on the bounding box ? With correct polygons.

    The the bounding box is what moves the whole system anywayz.

    If I do that then it would mean that moving the player would be limited to one area of the box as the collision is where the dragging is based on is it not? . So this player is a "brush" with a handle, brush head and bristles, I only want the Bristle to interact with the enemy so making the collision on based in that area would mean that the dragging would only work there would it not ?

    Thanks

    TimCS

  • The player parts are instances of the same object 'player', so, without picking, 1 action moves them all. They just have another animationframe (can be done with animations too)

    Catch: they all have the same origin.

    OK, could this way of working affect the collision of the objects because the reason why I used the "pin" method was that I only wanted one part of the player object to actually collide and interact with the enemy and the other parts to just be used for dragging/moving the player about

    Thanks

    TimCS

  • timcs, this is ofcourse made for basic needs, and it answers your first question.

    If you need the parts to have displaced origins, then we got to go a step further.

    If the parts need to be able to (by instance) rotate or scale, when we got to take it 5 steps further.

    Need to know your needs.

    Hi 99Instances2Go

    the objects are all pined together at the start of the game, I then , when each part was used to be dragged, switched the pin method around. From your capx (and I cannot see how you have done this) you have managed to have all of the parts "stuck" together within the playerbox and it appears that the dragging is driven from the player box only.

    This would simplify my process some what but I cannot see how you have managed to get the player parts to stay together when I click inside the box.

    Thanks

    TimCS

  • Hi (sorry if this gets duplicated but when i posted this a moment ago, it appeared not to show up)

    I am looking at the cordova plugins list and it mentions of the list of plugins text to speech and speech recognition for Android, Can anyone tell me if these work well and do you see these as objects to insert into the project ?

    Thanks

    Timcs

  • 6 Parts. The super simple way (you misunderstood 'layout' in BoundToLayout).

    https://www.dropbox.com/s/qp8ylpczixfrt ... .capx?dl=0

    Thanks once again 99Instances2Go I will look at this <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Hi again TELLES0808

    Not sure if it is to do with my version of Construct 2 but when I run the example, the object do eventually leave the screen. Is this an issue with my version of Construct 2 ?

    Thanks

    TimCS

  • Hi again Telles0808

    I am running on the free version of Contruct 2 at this time and the latest version I can obtain is 239, however the project file you have kindly added to this thread is for version 240 so I cannot open it . I presume there is no way of saving this to an older version of Construct 2 ?

    Thanks

    TimCS

  • I did a sample for you: https://dl.dropboxusercontent.com/u/470 ... %20AI.capx

    Thanks TELLES0808 willl look at this and see if it solves my problem

    Thanks

    TimCS

  • Its not working the bound to layout behavior? Also, checking if the item is overlapping the wall before running its events should be enough.

    This is what I tried first but as mentioned this causing other issues.

    With regards the overlapping check when you say "before running its events" what do you mean by this ? which object and what events

    Thanks

    TimCS

  • A screenshot would be nice.

    Sorry to be secretive LoneVox I am trying to keep this project under wraps at the moment.

    If you are after a screen shot of the level 1 design , then it is simply something like the attachment provided could not see a way to attach it other than a link to an URL this may not say on line for too long however

    Here are the settings for the player :

    And here is the settings for the borders :

    Thanks

    TimCS

  • I have tried the following to get this to work, created a sprite called borders and simply fill this as a colour , then added a solid behaviour to it and for testing set one part of the player as a platform player. Took out the gravity as I do not need this and it seemed to work but now and again, it would allow the player to pass through the "solid" object any reason why this would be ?

    Thanks

    TimCS

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timcs

Member since 27 May, 2016

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