Chansen's Recent Forum Activity

  • Hello. Im trying to figure out how i detect if my Ball has been overlapping a sprite for x time so i can destroy the ball afterwards.

    I can't seem to figure out how i get it working, guess im just stuck atm :/

    I hope you can give me some example on how this could be done easily and lightly.

    example:

    Ball is overlapping sprite("balldestroyer") for 2sec after that the ball gets destroyed, allthough the ball cannot leave the area of the balldestroyer, the ball HAS to be within the balldestroyers X and Y to be destroyed after 2sec.

  • I don't use the default physics in construct, so I'm not sure. I checked and it looks like there isn't a simple method for detecting that.

    If you use Chipmunk physics behavior, there are conditions and expressions for checking if an object is colliding, and other stuff, which would make it easier to determine what the object is doing.

    Allright. Thanks a bunch for the help. Much appreciated.

  • system condition: pick nth instance: ball.count-1

    that will pick the last instance that was created.

    To detect is ball isn't bouncing, depends how your bouncing is implemented. How is your bouncing implemented?

    Using Physics on my ball with the Elasticity set to 0.8.

  • Hello. Im trying to pick the last created object but i can't seem to make it work.

    I have a global variable Ballz. which is at 1 at startup, when the player clicks the ball is dropped and if the ball hits a ring, 1 is added to the Ballz variable, that way the player can keep going till he/she runs out of luck.

    Question 1 is: how do i target the last dropped ball ?

    Question 2 is: how do i detect when the ball isn't bouncing anymore ?

    Hint: The game is over when the ball isn't bouncing anymore.

  • Never mind.

    I manage to solve it by making a Global Variable, controlling what frame to use.

  • This is what i got.

    Ain't working....

    As soon as i let go of the character, the frame is set back to " 0 " and the player has to buy the skin again.

  • Evening folks,

    So as i'm working on this project of mine, i'm trying to play around with the animations of a sprite.

    My problem seems to be:

    Can't get the game to remember the frame, it always turns the frame back to normal.

    e.g: I want to change the skin of a character. Pressing a button, allows you to change the skin ( im using drag and drop behaviour)

    Whenever the person holds his finger on the character, he's able to drag it around but as soon as he lets go with his finger, the character returns back to starting position.

    The person just spend "e.g" 50 coins, buying this skin. it's sad if the person has to buy the skin again, just because he lets go with his finger.

    Question is: how do i make the animation STAY at last bought skin ?

  • Hello folks.

    Since no one replied on my question on an earlier topic, i decided to create a new topic regarding the same.

    Link to the old topic: viewtopic.php?f=178&t=146266

    My question is the last reply.

    My question was: [quote:16jix75p]Question: Say you wanted to make this mathematic game where the player gets 3 options. Obviously 2 of them are incorrect and only 1 is the correct answer. How would this be possible with your capx Korbaach ??

    e.g this game:

    https://itunes.apple.com/us/app/nush/id890596846?mt=8

    i want to make one like that.

    Only thing i can't figure out, is how to insert 3 buttons showing 3 different result were only one of them is the correct answer.

  • Question: Say you wanted to make this mathematic game where the player gets 3 options. Obviously 2 of them are incorrect and only 1 is the correct answer. How would this be possible with your capx Korbaach ??

    e.g this game:

    https://itunes.apple.com/us/app/nush/id890596846?mt=8

    i want to make one like that.

    Only thing i can't figure out, is how to insert 3 buttons showing 3 different result were only one of them is the correct answer.

  • If you use on touched Anotherline instead of is touching the stacking will be less.

    Adding another condition like system compare Need5Coins.count = 0

    will make sure the text won't be created unless there are no instances of the text, assuming the text has a destroy after fade out.

    Thanks to you LittleStain.

    The Solution is:

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hello. i just ran into a problem that i'm pretty sure i've steered myself totally blind on.

    I'm gonna try and explain this problem as good as i can.

    Keep in mind that this game is based on money making / upgrading.

    Whenever you have 5 Coins, you can upgrade to another level.

    With that in mind, IF you don't have 5 Coins, you can't upgrade to another level.

    With that said, my problem occurs.

    This is what i got so far, and which, in my head ( atm ) seems the most obvious.

    To explain further, what's going on, on this picture.

    1) Everytime to touch the "button( Anotherline )" and you have less than 5 coins, the system creates the text at a self chosen location.

    2) When the text is created, it sets the text variable to 1.

    3) When the system detects that the variable of the text is set to 1. the system wait 2 seconds.

    What it needs to do, is simply to display a text ( you need atleast 5 coins to upgrade ) if you don't have 5 coins.

    it does work tho. what i'm trying to do, is to shrink the possibility of "GAME CRASH" due to heavy amount of dublications.

    As of now, the text just stacks up.

    It doesn't go higher than 181 stacks because it has a fade behavior on which destroys it after 2sec.

    I want only to be able to show this text, once it's destroyed again.

    All in all. once the text has disappeared, the text is able to show again, if you have less than 5 Coins.

    BUT, lets say you have 4 Coins, and you click the button.

    the text should appear.

    the text then disappears after 2sec.

    but in the meantime, the player gets another coin and presses the button.

    nothing would happen if i disable the button for 2sec.

    so the button, needs to be enabled at all time.

    ONLY the text, needs to have a timer on min. 2sec.

    I hope this is enough info, and not to confusing.

    also i hope there's someone who has the solution for this

  • Thanks zyblade. You saved me lots of time and also you helped me learning more

Chansen's avatar

Chansen

Member since 8 Nov, 2013

None one is following Chansen yet!

Trophy Case

  • 10-Year Club
  • Email Verified

Progress

11/44
How to earn trophies