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  • He means dynamic menu as in it is not tied to one layout. You visually create it, but then can dynamically call it from any layout. You make it global so that it is available across layouts.

  • See the manual for options on persisting objects and layouts for your second question. It was added in the same update as the save system.

  • The anchor behavior pins the sprite to that spot on your viewport. So it will stay in that spot. So if you pin it to the upper right corner, it should stay near the upper right corner no matter what else is going on if HUD is set to no parallax and on its own layer.

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  • Use global variables or an array to track which coins have been picked up already.

  • +1

  • Are you using any third party plugins?

  • at that point couldn't you just replace the ellipse calculations with the invisible rectangle and do an is overlapping test? Or even an on collision with rectangle (or ellipse) attack... OR do something like when distance is less than Width of the ellipse, do a check to see if they are overlapping the ellipse. That way they are using the largest known plain of the ellipse (the X axis of the ellipse), and when they have crossed that boundary, then we test to see if they are overlapping it as if they are above or below you they may not be due to the ellipse having less depth above and below.

  • zatyka Joannesalfa Have you tried in Build 130 yet to see if it was resolved?

  • Or get one of the new convertibles... Lenovo Yogo 13, Dell XPS 12, Surface Pro, Asus Tai Chi, etc... Currently waiting for my Lenovo Yoga to get here so I have something more than just my Surface RT to test on for touch screen...

  • lucid So for adding my collision sprite I would do the following:

    1. Add the spriter object

    2. Assign behaviors to it (Such as the Pin behavior)

    3. Pin the Spriter object to my Collision SPrite

    4. Assign Platform behavior, etc... to the Collision sprite

    My question on this is correctly pinning the spriter object to my collision sprite is pretty hard currently due to the spriter object not showing a realistic representation of its size (height/width in pixels). Is there any recommendation on the best way to do this or just trial and error pinning it to the pile of sprites?

    Also, changing the size or shape of the collision sprite for different animations of the spriter object is very difficult because of the same reasons. If I have a slide animation, or an animation where the character changes their overall shape, it is hard to get an accurately shaped and sized collision polygon/sprite, and also hard to know where to pin it since we cannot see the animations in design time.

    My assumption is that this will be addressed once the design time support is added to C2, but wanted to add a request to allow us to set to show various frames in each animation so that we can accurately create, size and pin our collision sprites to it.

    Thanks again for all the hard work! This is coming along nicely and I am using spriter to generate all the animations for my first release which will be coming next month. Keep up the great work!

  • Hello All,

    Just a reminder, I am still collecting feedback to be used for the launch of my game development business. It is also being used for my wife's graduation project. If you have a few minutes please provide your feedback it only takes a couple of minutes. It consists of roughly 12 multiple choice questions. Thanks again for all your support:

    Application Experience Survey

  • Instance variables that are tracked in a global array objet?

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BluePhaze

Member since 20 Dec, 2012

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