izicial's Recent Forum Activity

  • Physics should be used by itself.

    Things like 8 Direction and bullet don't work well together either. If you wanted a bullet to go in different directions you would just set its angle of motion.

  • How do I can spot the acceleration when testing?

    But i still don't understand how set acceleration and set decceleration are working

    If you run in "debug" mode (Bug button with the play button on it) then select whatever it is that you want to see the deceleration/acceleration of you can temporarily change it and monitor it.

    This allows you to check certain variables and settings without constantly closing and restarting the game.

  • someone please fix my capx

    We have all given you advise. If you never learn it for yourself then you will never be able to do any of the difficult stuff.

  • Thanks izicial,

    10 sprites are inside my Family and the Family has 2 variables (Life and Mana). So every sprite has it own Life and Mana that evolve throough the game. These are the 10 Life and 10 Mana I want to pass from one Layout to the next

    Oh if they ALL have there own separate values you could just forget the family values and run it all straight off Global variables and take away some of the confusion.

  • izicial

    Thanks, that's what I thought.

    How do you do that ? I have 10 members in my family and 2 family variables?

    This capx shows when you press space bar it adds to the global variable. This in turn changes the family variable to = the global variable.

    So change any events that change your family variable to instead change the corresponding global variable then in the same event make family variable = global.

    Then when you start a new layout simply have the global variable set the family variable.

    EDIT: The complexity of this will be determined if you need a variable for all 10 of the family members or not, if they are all different and need to be carried over then you need to setup global variables for all of them.

  • Hi there,

    I'd like to use in Layout B family variable generated in Layout A but it seems changing layout resets them.

    Any idea on how to do that ?

    Thanks for the answer

    Laurent

    I'm fairly certain you have to use global variables if you want to carry variables between layouts.

    You could set a global variable that sets the family variable so that when the new layout starts it still applies it to the whole family.

  • I don't have the beta 166 version so I can't see exactly what you are doing but I can assure you that the manual and especially the tutorials explain it quite well .

  • [quote:2inhqod6]I tried that already and all it does is cause the game to lock up or run very very slowly.

    Yeah that is another problem, which is easily solved. Its because your "holyfire" (The red flame) is also part of the Subwep family, so it triggers an infinite loop with your collision detectors, and keep spawning more and more. Just remove the "Holyfire" from the family and it wont slow down anymore.

    Ok thanks. I was thinking that but I didn't want to change something and mess it up even more.

    Thank both of you very much!!

    I don't want to push my luck with all the help I'm getting but do you have any suggestions towards the other two questions I had in my first post?

  • [quote:3cxlcdf8]So in other words I will have to scrap the idea of using families and create events for all of these separately? (or at least the weapons like the holy water)

    No, the reason is you mix you objects up, you spawn an object of holy water, and you test against a family object, which is fine.

    However here is where it goes wrong.

    You check if the weapon is 3, which it is, then it spawns the fire and then destroy holywater. But you haven't picked a holywater object, but a family object. So when you use destroy holywater, it destroy ALL holywaters, including the one in the air. To fix it, just change it to the family object. (Same with the spawn, it spawns fire for all holy water objects as well)

    That will work as well.

    I tried that already and all it does is cause the game to lock up or run very very slowly.

    It doesn't do it on every throw but if you do it enough times it will do it eventually, though it does fix the problem it just creates another. Unless I am misunderstanding what you are says. I switched the holy waters that you pictured to the "subweapon" family.

  • If you replace the family with the holy water it works. You don't need a for each, as the "on collision" is a trigger so it will trigger for 1 object only at the time, so you can remove the for each.

    So in other words I will have to scrap the idea of using families and create events for all of these separately? (or at least the weapons like the holy water)

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  • Maybe replace "on collision" with "is overlapping + trigger once". But to me it doesn't seem like the "for each object" there is needed

    Ya, that for each was just me trying to fix the problem. I removed it and did what you suggested, but that didn't make a difference at all. I just don't understand why it is doing this.

    Now some of them are flying through the ground instead of just bursting like before.

    Perhaps I just have my entire system set up like crap?

  • Most likely that's happening because the conditions refer to "Subwep" and the action refers to the bottle only. Make everything use the "Subwep" family instead

    Doing this causes the game to lock up.

    I think doing that makes the game infinitely spawn fire objects were the bottle lands instead of destroying it properly.

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izicial

Member since 1 Mar, 2014

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