Eliyahna's Recent Forum Activity

  • WOwwwwwwwwwwww !!! That's pretty incredible. For now I made pillars through the water (in front) and sliced the water into sections. Each section is a couple of slightly moved photos of water jpgs looping so it sort of looks like the water effect... but loads perfectly in mobile device.

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  • Okay thanks jojoe .

  • Not really sure what to show. It's just a blue square with water "effect" on it. I plan to try an animation instead I guess. It works great if the blue square is a smaller size and/or on a desktop computer. Must be the water effect slows down mobiles.

  • I'm using the Effects, water on a lite blue jpg. It is slowing the mobile device down so much that it inhibits game play.

    Is there a trick to better optimizing? The jpg is stretched rather large to cover the lower half of the screen on that game level. The player dives in and swims through the water.

    So how can I do this with animation on the water without slowing down the mobile device so much? Any suggestions would be appreciated!

  • This bird was a HUGE pain but it taught me a lot. There are more actions to him but here is most of his code. I finally used platform simulations to successfully fix him.

    He has an instance variable for "right" text for direction and behaviors are platform, bound to layout and solid.

    I added invisible blocks as "edge markers" on the right and left sides of the screen so that he would know which way he's going and won't turn backwards or upside down. I also made it so that if he hits the ground he will simulate control "jump" so that he doesn't stick on the ground.

    <img src="http://www.eliyahna.com/temp/capture15.jpg" border="0" />

  • Yes it does!! I think a few of these options would work well but wizaerd that's nice & simple. Thanks again for sharing!! :)

  • eli0s, unfortunately, the "health up" animation is interruptible (in case you have to defend yourself during) so it wouldn't work well.

    Oh here's the new working code. "Col" is the instance variable boolean on the mushroom:

    <img src="http://www.eliyahna.com/temp/capture14.jpg" border="0" />

  • Thank you both. wizaerd - I tried your way first. Works brilliantly.

  • Disabling collisions on the mushroom disables everything resulting in no animation, no health points and well... no collision event.

    What did you mean? On the collision event these actions should occur once each. Not zero times each.

  • When my player has collision with a mushroom, the mushroom does a little dance and a sound plays then she gets health points.

    The problem is, if she stands still while touching the mushroom or moves back & forth over it, the events (sound & health points additions) happen over and over again until the animation finishes and the mushroom finally disappears.

    How can I make everything only happen once upon collision? It seems if I start with "trigger once while true", the "on collision" event is not available. If I start with "on collision", I am unable to add the "once while true" event on. It doesn't show as an available option.

    So how can I limit this event so that the actions only happen once per collision?

    <img src="http://www.eliyahna.com/temp/capture13.jpg" border="0" />

  • If there weren't any controls at all on it... and I asked you how you would write the controls for a bird... what would you say?

    I think I'm going to delete all the controls on it and start fresh. :(

  • nope removing that didn't help *sigh*. It seems to turn upside down when I approach it. The bullet is initially disabled on layer startup and the bird is sitting on a tree. When the player gets within 100 pixels the bird should fly toward the player.

    Currently it seems like when the player approaches within the 100 the bird flips upside down and flies away.

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Eliyahna

Member since 23 Jul, 2013

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