andrewo's Recent Forum Activity

  • Hi All,

    I am using Bullet to send objects down to the bottom of the screen on touch. (I had previously used physics to do this and worked great but seemed overkill and there was potential for unwanted interaction between objects).

    I may be using the wrong action, but to change the default movement of left-right, I am using 'set bullet angle of motion to 90 degrees' which sends it downwards.

    HOWEVER it rotates the whole object 90 degrees & offsets it weirdly... (see my dodgy ms paint diagram )

    A = Default state

    B = When touched & bullet stuff in action

    s3.postimg.org/wgh609mk3/bullet.jpg

    Is this the correct way to do what I am after? Anyway to stop the rotation of the object?

    Thanks

  • Just do if (touching falling sprite) +0.. since you only want to subtract one, you're already subtracting one from the background. If you want to add 1 point for touching something else, go +2 to that object. I guess just offset everything by -1.

    Yeah I ended up not doing -1 on hitting the Object A, works as intended now although prob not the best implementation

  • Would adding an is not touching objectA condition to the on touched objectB event work?

    Would I do that by using the 'invert' is touching sprite?

    if so it doesnt :(

  • Hi all,

    I have items falling on screen, and when you tap on them you get -1 from your 'hit count'

    if you miss them and tap the background you also get -1 from your 'hit count'

    I have Touch Event setup for On Touch - ObjectA, and another for On Touch - Object B(background)

    When I tap on the background object there is no issue, but when I tap on the falling object, it registers the tap on both the object.

    These are on different layers if that makes a difference.

    I was trying to find a way to basically to do;

    Touch - If object = ObjectA then this, else this. But cant seem to find these conditions?

    Is there a smarter way I should be setting this up?

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  • Thanks for the replies, will check out the UID stuff sounds like the way to go!

    You are not using the good condition :

    It's not on click, it's on object clicked you should be using.

    Something like this :

    Mouse => on object clicked => parachute => parachute destroy

    Only the clicked parachute will be destroy.

    if you use :

    Mouse => on click => parachute destroy

    it will of course destroy all parachutes

    I am using on click - parachute, but it doesn't identify them as unique currently.

  • Urgh, so I am a new user and cant post URLS yet so hopefully this is clear enough.

    I am using 'Create Object' to spawn 2 objects, a Parachute & an Item attached to the Parachute with Pin.

    When I click on the Parachute it gets destroyed and drops the item to the ground.

    This all works perfectly.

    BUT

    I have it so that every 3 seconds a new Parachute/Item object set gets created.

    when I have multiple of these on screen at once, and I click on one of them ALL of them drop the item & get destroyed.

    Is there a correct way I should be doing this so they all act independently of each other, whilst still using the On Click action?

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andrewo

Member since 15 Feb, 2014

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