DuckfaceNinja's Recent Forum Activity

  • But "Destroy" action does not work.

    Oh you're on to something, does it means that destroy object doesn't work on OR block perhaps the best description for the bug? What do you think?

    It seems we have narrowed it down to the root cause I think.

    OR block = no bug

    Destroy object = no bug

    Or block + destroy object = bug

    In my project, it's hard to tell because I got a lot of action/condition in it, and awful lot of nesting, "destroy" is a part of it. I've separated it into different blocks at the moment to get it working.

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  • I am an early adopter, but I can only access the free version of construct 2? Please advise how to get C2 (full version). Thanks

    Click store at the top and find your download or click-dropdown your username, you should see "your purchase". You can get your license there.

  • I'd like it to somehow apply to any instanced enemy created when the examples shown in the code are triggered, rather than having to copy and paste the code six times for enemy_sml_f1, enemy_sml_f2, etc.[/img]

    You might want to look at "families" object feature.

    Your code should be fine, have you tried to spawn them much closer to player to see whether it works. See line3 and make it like random(100,500) or something which is close to your player.

  • [Condition: Pick random instance] every x second will be straight forward enough for you to achieve what you want and set random direction.

  • The only other way around i could see would be to have an invisible helper object, and make each piece a child of that helper object.

    Totally agreed! Using imagepoints might be the key in reducing numbers of "helper object" or probably eliminate the need to use them, thus reducing file size and increase performance and whatnot.

    I think it's worthwhile to ask Ashley to have a look at this idea.

  • I've tried conditions as in picture below:

    [attachment=0:3ty4afw7][/attachment:3ty4afw7]

    Ashley, I could be wrong and missing something but my hypothesis from the case is the OR block seems to behave like an AND block.

    r178

    win7 sp1 64

    MotoR I'm thankful to you for this finding, finally I figured out what the hell is wrong with my events.

  • Ashley is the girl, right?

    Sir, you made my day

    [Set sprite1 origin to] is actually the default for [action: Set position].

    Adding a feature like most probably useful for games that uses a lot of sprite i'e multi turret or just simply a skeletal animation without using spriter. Using spriter will be much faster but, it might be interesting to be used with physic though. These can already be done through math, but it would be much simpler in terms of structuring the events and visually easier to be used by beginners or somebody who not that excel at math.

  • Does this mean PhoneGap will be a truly viable option to use once that happen? I hope there'll announce when the time comes, or a blog post about it.

  • This was asked before, solution with capx if you still need them. Cheers!

  • Something might be using your 50000 port, if you don't want to risk breaking anything in your computer configuration, try changing the preference to 50001 or any 500## you like, see whether that helps.

  • But if the case-sensitivity doesn't behave *consistently* then how can people make code that relies on it?

    It's hard for me to accept that computer make mistake, or am I missing something here? Inconsistent behavior by a computer must be influenced by something, which I would think 100% of the time because of human factor.

  • My personal opinion is, the developer himself must retain his own consistency. This kind of feature might break other people's game you know.

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DuckfaceNinja

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