mekonbekon's Recent Forum Activity

  • It looks to me like the left hand ball is colliding with the left wall before it reaches the top of the screen - have you checked in the debug to see what its angle and x value are as it moves up the screen? It might be that it's slightly off -90 degrees and so is incrementally edging to the left as it progresses.

  • hutcho1991

    Check that in the layer properties for the results layer the parallax setting is 0,0 and that your results objects are centred in the layout window (the dotted line in the layout editor).

    Also, rather than popping objects out from behind the background you can switch the results layer visible and invisible using the System|Layers & Layout | Set Layer Visible action.

    I've used the top-down shooter template from the C2 examples to show what I mean:

    https://www.dropbox.com/s/ofw4aaf6zf386 ... .capx?dl=0

    If you tap the space bar it will hide the on-screen message. Notice that it remains in position regardless of where you move in the layout.

    In the editor, if you click on the UI layer and view its settings, observe that the parallax is set to 0,0.

    On event sheet 1, events 9,10 and 11 are being used to toggle the visibility.

    Good luck with making your game!

  • I've updated the demo:

    https://www.dropbox.com/s/7in3nja83t3oy ... .capx?dl=0

    If you click first on the scrolling layer and drag you can drag over the HUD without triggering it.

    If you click first on the HUD it will register the input, and you can drag without moving the scrolling layer.

  • You're welcome

    Do you want avoid triggering an object that is on the top layer if you swipe across it whilst scrolling ? If so, this may work (although there could well be a more straightforward solution):

    Add all the objects on the non-scrolling layer to a family .

    Add a global variable "isScroll" set to 0.

    On touch start:

    if is NOT touching family: set isScroll to 1.

    On touch family:

    if isScroll = 0

    if object A do X

    if object B do Y etc

    On touch end: set isScroll to 0

  • No, that's fine, it must be something else that's causing the issue.

  • willmonteirofx Glad to be able to help out - let me know if you need any further explanation. The prototype is looking nice btw

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  • I'm not sure why that would be, as long as the layer you want to scroll is still set to parallax (100,100). Just to confirm, you're setting the parallax in the layer properties rather than using an action? If so pm me the capx and I'll take a look.

  • No worries

    Place the objects that you don't want to scroll on a separate layer. In the settings for that layer set the parallax to 0,0.

    For example, in the demo capx I placed the "Layer 1" text on layer 1 and set the layer 1 parallax to 0,0).

  • No, sorry. You can pm me a capx link if you don't want to post directly to the forums.

  • Hi shushpo

    I put together this tutorial a while back for beginners who are making small games, but it contains some useful general advice:

    https://www.scirra.com/tutorials/5014/d ... ers/page-1

    In addition to that I would recommend the following:

    1) Organise your project folder system to make it easier to manage assets. I use the following "ABCD" folder structure:

      Assets art masters audio masters Builds Code Documents

    Keep archive subfolders so that you can declutter old unused files from your main folders.

    2) Use a naming convention for your assets. My preference is (assetType)_assetName_(indexNo) e.g.:

    spr_enemy_00

    spr_avatar_00

    sfx_shoot_01

    tmp_forest_01

    ...but exactly how you go about this is up to you. The main goal is to make it easy to organise and identify assets.

    3) Learn how to use groups, functions, families, arrays and dictionaries. Whilst seemingly daunting at first, these objects and structures in combination can go a million miles towards improving the efficiency and versatility of your code, and actually aren't that hard to get to grips with once you start playing around with them.

    4) Use the manual, tutorials and forums, preferably in that order, whenever you get stuck. Whilst it can be fun to noodle over a problem you can often waste a lot of time reinventing the wheel; if you can't find a solution and post a question provide as much info as possible - capx/c3p files are always appreciated.

    5) Start small - try not to bite off more than you can chew for your first few games. You'll learn more and progress faster seeing a number of simpler projects through to completion than if you get bogged down creating your magnum opus. Have a look at the example projects that come bundled with C2 and try modifying those into a game - this is a great way to familiarise yourself with many of the different plugins and behaviours that C2 offers.

    There's plenty more I can add on but I reckon that's enough to kick you off - Hope it's useful - <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • istero

    I've updated the capx again to include movement on both axis - if that doesn't work, if you send me a link to the capx I'll take a look at it for you.

    https://www.dropbox.com/s/7in3nja83t3oy ... .capx?dl=0

  • Did you try the updated capx? It's simpler. Also it only scrolls in the Y direction. If you want it to scroll on the X axis as well then you need to add variables for the X position and duplicate the actions, swapping references to X for Y.

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mekonbekon

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