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  • cvp have you checked the new Android launcher (1.4.1)?

    Ashley

    Tried it on android (1.4.1). Same issue.. or at least black screen when using accelerated.

    <img src="https://dl.dropboxusercontent.com/u/2560922/mobiledev/forum/error%20in%20139%20cocoonjs%201_4_1%20android.png" border="0" />

  • You can use loopindex("name of loop") to get the index you need.

  • I would done something along these lines:

    I have made a small drawing to help illustrate

    <img src="https://dl.dropboxusercontent.com/u/2560922/mobiledev/forum/recursiveCheckNextdoor.png" border="0" />

    I would create a Function, which checks the 4 fields surrounding a specific location. and then call it recursively if the field responds positively. The function should take a parameter on how many spot the player can move.

    So, from the illustration.

    Call the Function on the field where the player is. It checks all the fields marked by a "1". Inside the function there is a check if the field can be used. Subtract 1 from the "move" variable which was passed to the function call. If the field can be used and there are still "moves" left then call the function on the new location (in this case field marked by "1".

    This recursive call will continue until there are no more moves left.

    You can save in an array if the location could be moved to or not.

    Something along those lines...

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  • I would to something down this road:

    .capx

    You can play around with the physical properties of the player and the ball, depending on how you want it to bounce etc.

  • Was about to pull my hair out to <img src="smileys/smiley1.gif" border="0" align="middle" />

    But i think i found your issue.

    Almost in the top of your code you have:

    system->every tick

    You set the drone position to the "Drone_hitbox position.

    As far as i can see it you try to move the Drone in your "Agressive" section.

    try to "toogle disabled" on the two lines you have in the system->every tick and you will see the drones follow your player.

    Notice that the hitboxes dont follow the player, but the drones do. So if you each tick set the position of your drones to that of the Drone_hitbox the drone will not move.

    That was a lot of text, hope i made myself understandable.

  • I have the same issue. But this post might be more appropriate in the "Website issues" section of the forum.

  • Hi Excal

    If the family instance variable has a default value of 0.

    And when you add a new sprite you set it to Units.ID(the default value) + 1

    The new sprite's ID will be the default value + 1.

    So in the mentioned case all your sprites IDs would be 1.

    If you want different IDs for each you have to make a global variable which tracks the number of spawned sprites.

  • I have come to love this site:

    2Dartforprogrammers

    Most of his tutorials use Inkscape which is a free tool.

    But as the others say. it wont come easy <img src="smileys/smiley1.gif" border="0" align="middle">

  • Look in the FAQ section. There is a post called something with fruit ninja even.

    For throwing the objects into the air you can use the physics behavior. Add object and apply impulse or something in that direction.

  • Hi RTDF

    Welcome to the community <img src="smileys/smiley2.gif" border="0" align="middle" />

    In general...

    If you could post a link to your .capx file(you could upload it to dropbox or something simular) then its a lot easier to help you.

    Then we can look at where the issue might be.

  • This example was made for another question, but it shows you how you can get a hold of the instances if they are of the same type.

    .capx

    You can also do this:

    +Sprite1: On collision with Sprite1

       +System: Pick Sprite1 instance 0

          -> do something

       +System: Pick Sprite1 instance 1

          -> do something

    But here you have to know how many instances collide, or you could use it if you just want to pick one of them.

  • This example was made for another question, but it shows you how you can get a hold of the instances if they are of the same type.

    .capx

    You can also do this:

    +Sprite1: On collision with Sprite1

       +System: Pick Sprite1 instance 0

          -> do something

       +System: Pick Sprite1 instance 1

          -> do something

    But here you have to know how many instances collide, or you could use it if you just want to pick one of them.

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cvp

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