rinesjoseph's Recent Forum Activity

  • Carbincopy thank you. this is a big help. I cant wait to start implementing this. Ill keep you updated on the project. ( I guess in the WIP folder in the forum). Thank you so much

  • Thank you HRA for the link that was very kind of you to help out like that.

    Carbincopy wow this is genius. I thought they were all different layouts but I didnt even think of doing this. Doing this way would allow me more flexibility with less loading (because i assume it take a lot more to load a whole layout).

    So i have a question, doing it this way does it load the whole layout and only render what the player sees? or its it in like a limbo, were parts of the layout loads as the player moves and unloads?

    The only reason i'm asking is because I want to make a semi-large mobile game and i know the processors on mobile devices cant handle alot at once.

  • Hey carbincopy I tryied looking for your game but there isnt a search bar in the arcade (for some strange reason) if you could provide a link that would be very helpful

  • Ok i might have been wrong which would explain thing. Im going to check your demo out now

  • I have a small story, I was watching Pokemon Diamond hacks when the hacker talked about how the Pokemon game preload and unloads areas when you walk into a new town by using triggers on the "ground" I was wondering if that is possible in construct 2?

    Which event would allow me to load another layout while I am in game, but not go straight to it until the player reaches a certain point?

    I will post a link below to the I'm talking about. (if Scirra lets me)

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    please help thank you

  • Thank you I understand tokenat and it work, and i figured out the problem. The problem was i didn't initialize the array properly. After reading your post and initialize the array everything worked without a problem.

    NOTE TO NOOBS When you create your array and you only want to use a 1-D array, you still need to have 1 in the Y and Z...or at least the 1 in the Y

  • Ok So i have seen Arcade Eds tutorials about ten or more times and when I try to use make a top score board using local storage ( to save and retrieve the data), a global string, and Arrays. Its not working. I boiled it down to the problem that I cant get tokenat to work properly.

    I thought i used tokenat to break up the string and i PUSHED the broken up string into the Array, but when im in the debugger the numbers from the string arent showing up. I dont know what im doing wrong at this point please help.

    I'll post CAPX at request but if anybody can give a crash course on how to use tokenat corretly or another way to break up a String please let me know. Thank you

  • Allan R you just dropped some gems meaning i learning something for the future. Thank you

  • Is their a on touch release. I want to say when a certain button/sprite is released. play animation, set height etc. I know their is a is touching and you can select which button, but when I invert that command it overrides everything else cause it always true. (That command is too strong for my purposes) Please help me Im looking for a similar input to keyboard: when key is released for the touch input.

    Thank you in advance the community is good here so i know somebody can help me

  • Hey I have the new construct and it doesnt have an on touch end. it has an on any touch end, but thats not what im looking for. I have the same problem as this developer please help me

  • They are connected to the body by pinning, when the body is destroyed they automatic know to unpin and the bullet behavior pulls them to the ground. But it effects each enemy and the gravity effects all the shields and swords, but because they are pinned they stay on the enemy's body they just rotate.

    Is this their anyway to freeze the position of an object? (It would be kind of lame that they all fall the same way every time but it would fix my problem)

    Im going to try both of your suggestions thanks

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  • This problem is a little more complicated than the title suggests.

    I have an enemy that is composed of 3 different objects. The enemy's body, enemy's shield, and enemy's sword. Everytime I destroy one of the enemy's body (health < 0 ) I want the items the enemy was holding to fall to the ground. I achieved this by giving it the bullet behavior, set the gravity high, so it goes straight down, and disable it when it overlaps the ground

    So Far everything is working except when the enemy's body is destroyed, it effects all the instances instead of the the instance that is being destroyed.

    PLEASE HELP IM STUMPED

    THANK YOU

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rinesjoseph

Member since 18 Jun, 2014

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