dryas's Recent Forum Activity

  • Hi,

    I have a small problem with my puzzle game I'm working on. You need to place some bombs on the playfield and then you need to press the play button to start the reaction (e.g. the bombs are exploding).

    If I place one bomb everything is working fine, but if I place two or more bombs only the first one explodes. How can I handle every bomb by their own? I need to, specially because the have different timers (defined as instance variables) when they should explode (e.g. after 2 seconds).

    Would it be possible that someone have a look at my capx? I really don't know how to handle it. :-(

    https://www.dropbox.com/s/uw3dk8ztn2x6lqn/test.capx

    Thanks in advance,

    Benny

  • Hi,

    awesome plugins! Just a small question. If I want to create a map with layered tiles (for example a grass tile on layer 0 (1,1) and a tree tile on layer 1 (1,1) so that they overlap) how can I do it? It doesnt work with the "createTile" method and a differenz "z" index. Any way todo it? I don't want to create tiles for every combination of ground and object (like fences, trees). Any way todo it?

    Best,

    Benny

  • Hi,

    I'm writing a puzzlegame where you need to place some items on a playfield. The game is controlled by touch controls. The playfield is some kind of a tilemap. If the user touches on some location of the tilemap he should add a new sprite directly located on top of the tile he has touched before, so that he can place some items on this "map".

    How can I do it? I'm not really sure how to find the location on the grid where the player has touched so that I can place the new sprite on it?!

    Thanks for any help,

    Benny

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  • I've found something using the "distance" expression:

    scirra.com/forum/how-do-i-get-all-objects-in-a-radius_topic48595_post305201.html

    My current object is called "bomb" and I want all "bombs" in a specific radius to also explode... how can I do it with the engine?

    "for each objectThatyouwantTopick

    -distance(pointofexplosion.x,pointofexplosion.y, objectThatyouwantTopick.x, objectThatyouwantTopick.y) < radius, do stuff"

    Means:

    for each bomb

    -distance(bomb.x,bomb.y,bomb[from foreach].x, bomb[from foreach].y) < radius

    How can I seperate between the items of the foreach and the bomb item that has exploded?

    Best,

    Benny

  • Hello,

    I've faced another problem. I have a playing field inside my game which is based on tiles (I've used the "Jump&Run" Tutorial as a base for it). On this field there are some bombs which can detonate if the player fire them. If there are bombs on the neighbor field they should also explode. There are different kind of bombs with a different "explosion" radius in that other bombs should also explode...

    Any idea how I can implement this feature? I've tried to check if another bomb is inside the explosion radius but it didn't work. I've also tried to give all bombs an instance variable (x,y) and check if another bomb is on a neighbor field, but this looks to be "not right"... :-(

    Best,

    Benny

  • Thanks a lot, this works like a charm! :-)

  • Hi,

    I'm new to construct2 and I wonder how I can remove a tile the player has passed.

    To get it clearer. I have a top down game where the player can move on a platform. There are a few tiles on this Platform that will break once the player has moved over them. So I need to set a special status of the tile (Instance vars?) if its breakeable or not and need to find out on which tile the player has moved (the tile should break AFTER the player has moved over it. So I need to play the "break" animation and after that I need to destroy it. How can I do that?!

    Best,

    Benny

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dryas

Member since 3 Oct, 2012

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