manukeo's Recent Forum Activity

  • hello !

    Right now i have a problem with the family thing. i know this could be solved by rewriting the complete way to use bullets in my game but i would like to know if i can just easily fix it.

    all my monster's bullets are grouped in the family MOBprojectile.

    when MOBprjectile hit player , its destroyed and spawn a HITFLASH

    now i would like use a different HITFLASH animation depending of which bullet of MOBPROJECTILE is concerned.

    i try to use a different event not based on family for the details but its not working.

    is there an expression like

    "if mobprojectile.truename = x > spawn x_hitflash" ?

    or a way to make that the events work in that order :

    xbullet hit player : spawn x_hitflash

    ybullet hit player : spawn y_hitflash

    mobprojectile hit player : destroy mobprojectile

    ?

    thanks for help

  • awesome !

    we can't see the rotation of the others tanks so they seem to act strangely sometimes. but it work !

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  • its totally uncomprehensible, but i let this problem aside. work on others things, and now the problem has disappeared.

    soooo. i dont know what to said.

  • im unable to help you but i'm glad you shared this capx. with comments to explain

    its chinese to me at the moment but i'll dissect it patiently and try to understand how multiplayer works ...

    i hope you'll find some answer

  • i runned more test.

    level1

    the first time i play the layout, everything is fine.

    i die , retry . the bug is here. i die, retry . its gone. (and dont seem to come back)

    level1

    first time ok > goto lvl2 > ok

    i die : go back lvl1 > bug is here, die, retry, bug is gone (and dont seem to come back)

    level 1 ok > level2 ok >level 3 ok

    i die: checkpoint lvl3 > goto lvl3 >bug is here. die, retry , bug is gone (and dont seem to come back)

    i'd really appreciate some help on this..

    maybe i should done something with UID to avoid that ? but i dont know really how to use it.

    or maybe use a different organisation in my events ?

  • before restarting the layout i go through another layout where some global variables are saved and others are reseted. then the layout is restarted.

    thats was an anwser to "we don't know what your "load game" does." from unnatural.

    apart from that there is no other thing touched that differ from a simple restart layout order.

    so i still see no reason why this particular event : http://imgur.com/w5qVGZY react differently the second time

    edit: i read somewhere that when an object is created, the following order are automatically set to it when it concern the same object.

    but , i dont know why, the second time, the order process all instance of the object and are not restricted to the object just created... WHY ?

    thx

  • it just reset a few golbal variable. but basically nothing related to this objects.

    consider its the same layout played a second time, nothing more.

    i dont know why c2 react that way.

    the capx is very heavy, and the project is big,

    if you cant help me without capx, i'll try to reproduce that in a lighter capx...

  • bump .

    there is no reason construct do that in my coding. maybe a c2 bug ?

    maybe i should use another way to achieve the same result ?

    anyone have an idea ?

    thx

  • done

  • hello all !

    http://imgur.com/w5qVGZY

    here is what happens when the mob die. : he explode into 4 parts, which stays on layout until the end.

    the first time i play the layout, eeverything works fine.

    but if i die, go to the menu, then restart layout trough LOAD GAME: this time when a mob die: all the "mob parts" are affected, so they all end up is animation frame 3, and move again because of the set bullet speed order on the first part.

    why ? how can i do to fix that ??? thanks for your help.

  • hello all.

    my levels are partially made with tilemap objects .

    i use two different tilemap objects which are the two layers of my TILED project : GROUND an WALL

    i built those two layers with the same tilemap image containing all i need for the level.

    as i use it in two object, i think the game load twice the image.

    is it true ?

    how can i tell at those two object to use the same image ?

    thanx for answers !

  • ok !!!! i did not see that !!!! thanks very much !

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manukeo

Member since 17 May, 2013

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