DozeMaster's Recent Forum Activity

  • Thanks! It's not $1 per hour though, i'm offering an optional free hour of support to anyone who buys the project. Further support beyond the free hour comes at an hourly rate ....

    You killing me, i feel like Steve Harvey at family feud! xD "mum/mama/mummy/maamie" , you are hilarious ^_^.

    If you offering a free 1hr of support, everyone will take advantage of it, since is 1 free hr of support being it optional or not, being free you can't charge for it that means that hour of your life is worth as much as 1$ since everyone will buy the example for 1$ to get that free 1 hr of support!..... so u see what im saying? you with me?

  • i don't think that is possible, since the sprites are rendered by the canvas element, which makes them not be a html5 object.

    here is a similar topic about sprites and css styles topic sprite css

    about text input control, if you mean if you can control a sprite by using a text input, is possible, but what are you trying to make, so we can better respond?

  • This also gains you an hour of FREE one on one technical support.

    so the guy selling it is making 1 dollar per hour?...............talking about being underpaid, or poor planning... (here is a free tip, tell the dev to make a how to use tutorial and include it in the files as documentation, he won't have to spend his next 60 years of his life talking about animated tilemaps for 1$ per hour.)

    Edited: oh is you ... my man.... you made my day, good luck with the sales!

  • you could try using for each condition whenever the movement of enemy should change.

    depends how your behavior for the enemy movement is happening.

    Cloning can be done manually like placing it copy paste etc, is more of the events construction that matters.

    something like that, but if you using the proper event construction or a family you don't really need the for each loop.

  • Hey, I'm wondering if this engine only builds to Browser or?

    it's only browser if you are using the free version.

    Here are the possible build formats.

    publishing

    here is the pricing for C3.

  • System Every 5 Seconds->

    -------Repeat 3 times -> Wait Loopindex Seconds

    -------------------------------Create Monster at x/y

    Every 5 seconds, it will create 3 monsters each 1 second apart

    that is what he did, and it's not how wait 1 inside a every 5 seconds and a repeat 3 works. you can try it and see what happens. :) the event logic block sounds like it, but when you add the waits and every seconds makes sense what actually happens.

    here is what happens in that example. no matter where you put that wait1 it won't work like that cause it just doesn't.

    wait_inside_loop_inside_delayed_loop

    and here is my "fix"

  • try this link create_creatureR136

    try download it first then upload from computer location.

  • Sami424 is your app in testing mode? there is a popup sandbox error and a device orientation not sure what that is about.

    probably the orientation is not set to landscape or portrait, on the orientation error, where if im not mistaken on Ig u have to lock the orientation as the iframe loads directly to landscape or portrait based on the settings in the developers.dahsboard.

    make sure ur app is live also, and not in sandbox, and allow popups? ehm, is a bit odd never had those issues you have there.

    only console errors i get are ads related xD, failing to load.

  • if you have a stationary npc, that needs to be in screen u can also make a boolean and say

    player on collision with object1

    if object1 boolean is false

    do action

    set boolean to true.

    that would make the object1 stop looping the creation.

    the boolean can be either a instance boolean, or a number that u set to 0 or 1 or a text variable

  • in that case you need to destroy object when collision is happening, or disable collisions once the player collides with it, without any wait 4 seconds or anything in between.

    please see my above reply i edited and added a few example pseudo-codes.

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  • Imagine that we first have a Player then after 10 meters Object 1 and after 20 meters Object 1 (copy)

    When the Player approaches Object 1, then (for example) object 1 must create a new object (for example, object 2) on itself.

    And here dances begin with a tambourine, since the object object 2 is created immediately and on object 1 and on object 1 (copy).

    i see you have a collision/overlap issue, so what happens is when the player hits object1, object 1 clones himself as a new instance in the same position, position at which the player is already overlaping the object therefore triggering the collision again, and spawns again another object and so on.

    try push the player outside the object1 when collision happens even if it's 0.01 pixels outside to it so is not noticed to the player, that should fix your issue.

    also make sure you destroy object1 that initializes the new cloned object in the same event action that makes the new object. on the same tick.

    here is some pseudo-code

    player.oncollision with object1

    object1 spawn object1 on self.

    player.setX to self.x-0.01

    now the above is applying for a sidescrooler type of movement assuming the player moves left and right only. and assuming the player stops the movement at the very first contact with the object1.

    otherwise you could add a timer on the object created to enable collision so it's not happening that fast.

    think of it like this

    if object1 hits player.

    object1 destroy

    object1 spawn object1 on self

    set object1 collisions disabled.

    set timer to activate to 2 seconds

    if timer countdown is ready

    object1 set collision enabled.

    that should give you the basic idea on how things could work with a delay, so you have time to read the text.

    or you could save the position and area of object1 on initial collision then save the position and for the new object say if player is in same area as before don't do nothing.

    once the player is outside the area activate object and then the loop of collision can happen again.

    hope it makes sense.

    if you could share a c3p file would help us understand better your setup.

  • try open it with latest beta release editor.construct.net/r141-2

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DozeMaster

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