dpmontes's Recent Forum Activity

  • Bugasebi

    To fix the destruction of blocks outside the layout, use the built in behavior for that. For the blocks, assign the "DestroyOutsideLayout" behavior.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Actually that won't work. The parameters for the TileAt method requires tile coordinates arguments. So you must convert the mouse coordinates to tile coordinates first using the positionToTileX and positionToTileY methods. My program is working now using those methods.

  • I created a minimal .capx and it worked so I rebuilt my original game and it works now too. Not sure how I fixed cause my original game was very minimal as well but it works...

  • Did you ever figure out the problem? I'm getting the same number output as you "536870911".

    scirra.com/forum/how-to-use-tileattilex-tiley_topic82726.html

  • I have a large tilemap output on my game with a variety of tiles and I'm wanting to get the tile ID at the Mouse's location on the map.

    When my mouse clicks, I'm have a textbox set the text to "map.TileAt(map.PositionToTileX(mouse.X), map.PositionToTileY(mouse.Y))"

    But the textbox just outputs constantly "526870911"

    I tried simplifying my output to "map.TileAt(1,5)" and various locations but I still get the exact same output "526870911"

    Any ideas?

  • One way could be to have a sprite rotate "every tick" to track the movements of the mouse. So the rotating sprite is the arm and gun. The angle will be determined by comparing the x and y coordinates of the mouse to the x and y coordinates of the body of the character.

  • One way would be to create a function that is called by different good guys, bad guys, whoever is doing the shooting. Bottomline, you have to place the "set angle" within the "spawn" part so that only the "spawned" bullet will be affected. Otherwise, your game will think that you want to do that to every bullet.

  • Your code is probably deficient. Is the "set angle" within the "spawn bullet" command or just beneath it? If it's within, than just the most recently spawned bullet will be affected. Post a .capx if you're not sure.

  • Your question still makes no sense. One does not create a line of sight. Are you asking how to determine whether two objects have a line of sight from one to the other? Are you asking how to detect whether objects have fallen into another objects line of sight? Need clarification. I understand that English is probably not your first language so just try to explain a bit better rather than repeating the same non descriptive questions a second time.

  • Not sure what you're asking. What are those strange words in your second and third sentences?

  • Set Bubble.X to character.X

  • There are built in Buttons under Form Controls when you insert new objects or you can create your own buttons from Sprites but you'll have to program from scratch how they react when you mouse over them or click on them.

dpmontes's avatar

dpmontes

Member since 21 Sep, 2012

None one is following dpmontes yet!

Trophy Case

  • 12-Year Club

Progress

12/44
How to earn trophies