derikvlog's Recent Forum Activity

  • If you want to make your own save system, you'll probably need to look into Arrays.

    Basically, for each puzzle object that you want to save, you'll need to store the object's name/identifier (e.g "Ball"), its x-position, and its y-position. For Each loops will be handy here. You'll want to go through each object, and push its data into the array. Once your array is filled with the correct data, you can save the array data as JSON (that's your "save"). Later, when it comes time to "load" the level, you can load that JSON into an array, then use the imported data to recreate the objects in their saved configuration, using the identifiers to figure out which type of object to create, and the X and Y positions to figure out where to place that object in the world.

    That's the basic approach I would take, but there may be a simpler "built-in" approach I am not aware of. If you are not comfortable implementing this idea on your own, I would suggest posting the .capx here so people can help you.

    I get it, but I have several identical objects in the scene. The amount of scenarios would be pre-established.

    Would have a way of following the player to create the level, I return to the menu without losing one layout?

  • The events are correct? Have you tried the CocoonJS, I am using it, the performance is great.

  • Hello everybody.

    Need some help / advice. I have a level of my game, where the player can move objects like a puzzle. What is the best way to save each position of objects, do not say its the "Save System" (because it freezes the screen).

    I will be more accurate:

    I wanted to create events to save the level modified by the player.

    Example: After the player changes could save levels, they would be available in a menu, there the player could enter and change again.

    I need ideas to make the system to save the changes.

  • Thank you, it worked!

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  • Hello guys.

    How do I drag sprites by events.

  • Title: High Speed Summer

    Genre: Arcade Racing

    Author: Derik D. F

    Version: 1.3

    Download:https://play.google.com/store/apps/details?id=com.derikvlog.hhsmob

    Based on arcade games, High Speed Summer challenges you in a crazy race without end, scoring points to avoid obstacles on the road.

    Try to win a trophy, if you're good!

    Challenge your friends and share your record on social network.

    Guys, please, rate and comment the game. thanks for your help.

  • Hello, you who did the graphics, or bought in Graphicriver?

  • You could give the enemies another object on top of them and make it a physics object. Use Pin behavior to stick the object on top of the enemy. Then make the fence also an immovable physics object. Physics objects don't collide with objects with Solid behavior so you can keep using Solid for player without a problem of colliding with either the fence or the enemies.

    I recorded a video showing what happens, I tried to do it the way you told me ... more did not work, what I did wrong with the physical?

  • derikvlog, why would you have solid behavior on the object if you did not want solid behavior?

    You can turn it off dynamically, but it sounds like you need more than one sprite. Ones that you can move through (no solid behavior) and ones you can't (solid behavior).

    If you really do want to ignore solid behavior temporarily you can alter the state, on the collision or some other event.

    Solid actions

    Set enabled

    Enable or disable Solid for this object. Be careful not to trap objects by enabling the solid when an object is overlapping it; see Avoid crushing/trapping objects with Solids.

    https://www.scirra.com/manual/104/solid

    Man, this behavior I know use. The problem is ...

    I'm making a game where the enemies are walking from one side to another, within a "fence". Play more need to go through that fence.

    PS: I want only the enemies collide with the fence (solid behavior), the PLAY pass by it normal.

  • Hello, everybody.

    I have a character with the behavior "8-directions" and another Sprite with "solid" behavior.

    How do I ignore my character that object, that is going through it normally?

  • You would just gave to reposition the shadow based on what direction your car is facing.

    I'll think of a solution, thanks for your help.

  • derikvlog

    Just create a sprite shadow and give it the behaviour PIn. Then on start of layout you make an action to pin the shadow sprite to you car sprite Position & Angle.

    Let me know if you have any trouble with that.

    I had already done that, but the shadow of this game, it moves (like there's a light at the left side of the screen). Using Pin I'm not able to do that.

    Here is the game demo: http://goo.gl/TJ4kOq

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derikvlog

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