mahirosan's Recent Forum Activity

  • Sure you can do that. The last solution is the best one, but I think you would have to recode some of your stuff. For the hole in the spawn range, you could do it that way: https://sketch.io/render/sketch56d3817e5066c.png

    I think you already thought that, but just an illustrated way to create a hole in the spawn range.

    You are welcome. =]

  • Just play around with Deceleration parameter...

  • I think the problem is that your range includes the possibility for it to happen. Between +2000 and -2000 is your player. So, I thought that you might:

    • Could create imagepoints around the player in which the enemies would be spawned.

    • Could create a spawnable area, like a set of objects, and set them around the player in a way that they would not touch the player.

    • Set the enemy to spawn the way it is spawnning now, BUT if they are spawned near the player, they are destroyed and then spawned again until they get it right (for that you would create a box that will follow the player everywhere and if the enemy is spawned inside that box, that contains the player, the enemy is destroyed right away and then spawned again... for a better effect you should set them invisible and delay their visibility in a way that the player cannot see the enemies being destroyed by the box)

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  • So, I created another sprite with the same condition of the "Pickup" sprite. Player on collision with "sprite" -> destroy, and it happens to work fine for this new sprite, but not for your "pickup" one... Anyway, I couldn't find the problem with the "pickup" sprite but I would just delete it and create another one...

    And if you want the layout to remember the collected/destroyed objects you could use the Persist behavior https://www.scirra.com/manual/161/persist

  • edit:

    going from mirrored to not mirrored in a chosen number of steps...

    Exactly... And these number of steps state could call the flip animation

  • I would guess you are using a global variable to control the item pickup system, which in some cases is not recommended, but for a better guess, please add your code image here so I can help you.

  • If you could post a video or images of your code and/or problem, would help a lot.

  • If you want a proper paper mario turn, I don't think it is possible because mario is a plane and this "plane turning effect" could be only achieved by 3d engines. BUT I think you could create the illusion of it with sprite animation. Hope this helps.

  • If the beahvior works differently, it is supposed that you couldn't reproduce the same outcome from it by the same method. Anyway, I would try the same as you did but using a variable and a timer to reset the variable. So you could say On tap(if var is true)>start counting>set var false>if time bigger than "insert your time here">set var true. I am not sure, but I think you could control better the time between one tap and another by using time.

  • Could you post a picture of the code?

  • I don't know if I got it right, but here is my suggestion... You need to create a instance variable for the object, then you can do: When X event -> Set Y OBJECT instance variable to (Value) or When X event -> Y OBJECT toggle boolean. This way you can control a variable for each instance of the same object independtly from the others same objects. So then you could do a: When Y OBJECT instace variable = value -> Set solid disabled.

  • I guess that you could create variables for each button, store those variables somewhere and then create a setup in which you could get these values and assign it to the new controller.

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mahirosan

Member since 8 Apr, 2013

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