jeffige's Recent Forum Activity

  • Still stumped on how to create these objects so they are only created just outside the viewport on the Y axis, but within the dimensions of the X axis.

    Example: Layout is 576 X 896, window is 320 X 640. Objects should be created at : X random (45, 275) Y -90

    On scale outer the window shows more of the layout, and the objects are created around 100 pixels inside the edgeof the window.

  • Have you tried: player is on floor (inverted)

    "Condition" left key is down > set player not mirrored.

    Do the same for right except > set mirrored.

  • The main objects in my game are 90 x 90 pixels and have the bullet behavior. They travel at an angle of 90 and 180. Testing my game over lan using letterbox scale everything seemed fine, but with scale outer they are too far away from the edge of the viewport on the X axis.

    I tried following some demo examples but now they are created too far outside the viewport on some phones, tablets.

    How can i make sure they are always created within the viewport width?

    Would it stay constant across different phones?

    Thanks for any input and help.

  • 99Instances2Go

    Holy crack, braniac! Uhhhhh.....thanks for the reply.

    Gonna have to go over that a few times for it to sink in.

  • "The Image"

    Disks are created with stars for each disk. Since the disks are created at different times on that layer, they overlap each other - each new instance is created above the last instance.

    If the ball is 'overlapping' or 'on collision' with a star it's destroyed and scored (I've tried both ways). The problem is if there are other stars directly below the one the ball is currently on, all stars underneath are destroyed and scored.

    How can i destroy and score only the star that is on the disk that the ball is currently on? I've thought about trying it as scoring a 'combo', when 2 or more stars are directly underneath, but that's way beyond my brain.

    I've tried different ways that 99Instances2Go solved for me in the capx of this thread: https://www.scirra.com/forum/viewtopic.php?t=183022 which include a 'pick top instance' sub-event, but still can't figure this one out.

    Thanks for any help or input.

  • A big thank you, brother. Used your method, just cloned the ball > resized to half > pinned. Works perfectly!

  • Smileh

    Another way would be to add another layer, or 2...set invisible - set objects collisions on that layer to disabled.

    When your player gets to that exit, create a transition (like you would normally to go to next layout.) And then set the layer he just came from to invisible and destroy all the objects on that layout

    Set that bottom layer to visible - objects collisions to enable.

    It would be a lot of events and actions, but you could do this for a lot of maps.

    If player is on layer "map bottom" destroy objects on "map top".

    Then once your player gets to the exit to go to third map...create objects at their X and Y position. You'd have to put each object in the editor and record their position in the event sheet.

    Event Sheet - Map 3

    Player is on layer bottom - condition - player is overlapping exit box > System - create object > x on layout "map 3" at x and y position.

  • pedroRocha thanks for the tip. Got it working.

    Buy if you add the system wait action to both event sheets, now the boxpin (blue sq) won't get destroyed. It stops at the bottom of the layout.

    And the starpin (blue star) on layout 1 gets destroyed outside of layout.

    I'm sure it has something to do with the pin behavior and the position of the object it is pinned to.

    Still trying to figure that one out.

  • pedroRocha Thanks for the reply.

    I thought of that, and it would be perfect. Problem is, the star is the only thing that should get destroyed.

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  • Every random (1, 2.5) secs the system spawns a box. This box starts just outside the top of layout and travels at 90 degrees.

    I'm trying to get this box to spawn a star once its created and pin the star to the box so it moves with the box.

    When the layout starts there are about 20 blue boxes, which have spawned the stars. Those stars move with the boxes just fine. But once the boxes get destroyed outside of layout and more boxes are created, they do not spawn the stars.

    I've ran the game in debug mode and can see the boxes and stars getting destroyed. Also, the boxes are being created like they should, but they are not spawning the stars.

    Any ideas? Any input is very much appreciated.

    capx example -- https://www.dropbox.com/s/md6dqjlexsty1gm/pinn%20to__.capx?dl=0

    2 different layouts with the reverse behaviors. Still will not pin together. Can someone explain why?

  • Just have 1 invisible box. On collision go to 'next layout'.

  • Enemie 1 > is on layer x

    Player 2 > is on layer x

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jeffige

Member since 28 Oct, 2012

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