rogueNoodle's Recent Forum Activity

  • KonkorFour - If you do want to treat layouts as levels, switching between them is pretty simple. Look at the System action "Go to Layout" (you can read about in the manual here). I recommend reading through the whole manual when you can - it really does help.

    Basically what you want is to detect a collision between the player and the green square and call "Go to layout - Level 2" (or something along those lines).

    For your second question, you can right click an object and move it to another layer that way, although I'm assuming that both are actually on the same layer and that what you really want to do is change the z-order - check out the manual entry on the z-order bar here.

    Can't stress enough how helpful the manual is - it's rare to have one so well organized these days, so it'd be a shame to not use it ;) Going through a few tutorials and the example files is big help too.

    Good luck!

  • Hillstrom - If you're in it together as a two-person team, splitting everything 50/50 and that was decided on from the beginning, I'm not sure why you would be responsible for paying her. Not that everyone doesn't like getting paid for their work of course, but your situation seems different than the standard 'programmer hires artist'. It seems more like co-owners of a company.

    In any case, a conversation with her would probably be the best way to sort these things out - and if you're serious about your business, a contract would be a good idea as well. It can help to protect both of you.

  • shewhorn - Not sure if this is the best way to do it, but what I've been doing for something similar is to give my enemies a "Healthbar" instance variable, and giving my Healthbars the pin behaviour. Instead of using containers, I just pin the healthbar to the enemy and assign the UID to enemies "Healthbar" variable. Then it's just a matter of picking your Healthbar object by UID when you need to do anything with it.

    It obviously takes a little more manual work than containers in that you have to create them manually at the same time as your enemy, but it's really only an extra action or two...

  • raz - What you could do is create a temporary object(about the same size as the ball) that checks for overlap - if the overlap is true, then don't create the ball. Something like this:

    ->On click - Create temporary object at click position

    -->If temporary object overlaps ball object - delete temporary object,

    -->Else - delete temporary object and create your ball object

    In fact, you might even be able to just create the ball, immediately test for overlap and delete it if there is. I'm just not sure if that would cause a problem with physics or not, and I can't test it where I'm at...

    Hope this makes sense...

  • Schoening - I think it has to do with this:

    scirra.com/forum/r102-breaking-change-questions_topic56576_post352637.html

    Essentially, newly created instances cannot be picked until the next top-level event. You could put your sorting loops in a function, and beneath the action "Move to bottom of layer", add "Wait (0)" and then a call to the function - that would probably fix it. Can't test it right now, unfortunately...

    edit/ If you're trying to adjust z-order, could you not just build the tiles from the top down? That should create them in the proper order. Or maybe I'm completely misunderstanding...

  • Akamari - This tutorial should help a lot (it did for me).

    Cloning the Classics: Pacman -

    scirra.com/tutorials/308/cloning-the-classics-pacman

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  • kiwiman15 - Stop should work - can you post a capx or screenshot of the events? My guess is that an instance of Sprite 1 isn't actually picked when you're calling 'Stop' on it, but it's hard to tell for sure...

  • -Silver- Is the burning embers effect something you could achieve with a couple of animated sprites? It may be more efficient, particularly for mobile.

    If not, can you post a screenshot to give a better idea of the effect that you currently have?

  • - I'm in the process of making a word game as well, and I'm using an XML word list to store everything. There are currently 110,000~ words, and searching through them is very fast, though I've done a couple of things to help limit the number of nodes that need to be searched at any given time.

    There's extra overhead in the file, of course, due to the need for tags, but the ease of searching, for me, far outweighs the cost. The entire file is 2.5mb, but this also includes a separate list of about 12,000 9-letter words (something I needed specifically for my game).

  • Tom - thanks, that makes sense. I haven't posted a whole lot yet, so most of the rep I had came form badges.

  • Tom - I'm guessing the sudden drop in my rep is due to the rewrite? I was at around 415 or so this morning, looking forward to finally getting over 500... now I'm down to 65 :P

  • farflamex - Great game - lots of depth which is nice to see in a C2 game. Sorry to hear about the performance on Kongregate - unfortunately, that's the downside to a large community. Just look at AppStore comments... yikes!

    (my pet-hate with C2 is the inability to tweak and object after it's created until your next top-level event, that caused me loads of problems).

    Can you elaborate on your statement above though? I was under the impression that the only thing you can't do immediately after creating an object was pick it with a condition - is that what you're referring to? I haven't gotten into anything near the size of your project - just wondering what issues I might run into...

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rogueNoodle

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