bllaaa's Recent Forum Activity

  • I have an idea, but I don't know if it's a trick or a good practice.

    I'll put a sprite in the enemy, using container.

    This sprite will be its collider.

    When the player collides with it, I destruct it.

    Good? Not Good?

  • Thanks a lot Dop 2000.

    I have a problem with the collision. Could you help me?

    I made an enemy which move left to right with a sinus. When my player collides with it, I want he dies (the player). So I want to turn off the collision detection. But when I do it the player comes across the platforms.

    Do you know how to disable collision with only one object or object type?

  • Thanks Dop 2000.

    It's great, but I curently I don't know how to create and use fonction.

    I know it's a powerfull tool, but I'm a newbie ^^'

  • I have this problem since the begining. When my player is overlaping un object I don't know how to stop the collision.

    For example I'm making a teleport system with an Entrance "Teleport In" and an Exit "Teleport Out". And a reversed system for the wayback

    [quote:w0mrbl0o]So when my player is overlaping the object "Teleport In", its state become "teleporting" and its position move to the position of the "Teleport Out".

    It works nicely, but the problem is when the player arrives on the "Teleport Out" object (it's overlaping this object), so its position change instantly and it goes back to its origin position (the "Teleport In" object).

    I would like to do something simple.

    When the player goes to the new position, collisions are inactive until it goes out of the "Teleport Out" Object. And when it comes bak on it, it's teleporting normaly in the other way.

    Sorry for the long post and thanks for the help

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  • haha lol our message crossed.

    Thanks again. I made exactly what's you wrote and it works perfectly

  • Ok, I finaly found it. ouf ^^

    It's in an expression for a variable instance in the various category.

    Thanks again it's nice of you to help me

  • Hoo thanks Dop2000

    I'm looking for : CollectibleSprite.Count

    But I don't find it.

    Is it a behavior ?

  • Hi everybody

    I would like to make a counter for a collectable object.

    The counter displays the number of collectable object available at the launch of the level.

    Curently I have a counter wich display the number of objects collected.

    [quote:1i2oa6ga]It work like this :

    System-> every tick -> define text : Player.PlayerCoin & "/"

    Thanks for your help

  • It works and it's very powerful. Thanks a lot Dop2000

    Finally, I used your method for my "help boxes".

    When the player collide with a generic box, the correct message is visible.

  • Thanks Dop2000.

    You understood what I meant. Sorry for my poor english. ^^

    I will try it asap.

  • Hi community ^^

    I'm trying to make door which can be unlocked by using a switch. Each door and switch has a color.

    I want to create a géneric collider. When the player collide with it, it open the good color door.

    I Know how to attribute variable to this object. But I don't know how to do this variable affect the doors.

    Could you help me please. :]

    Thanks for your advices

  • Thanks Laurence, it's a good idea too. I will test it.

    Do you know wich of this different method is the best practice? Maybe no one is better ?

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bllaaa

Member since 20 Aug, 2013

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