GeorgeZaharia's Recent Forum Activity

  • 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.

  • 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.

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

  • sprite on collision with bumpinto

    repeat 3 times move sprite at angle angle(sprite.x,sprite.y,bumpinto.x,bumpinto.y) +180 speed to move (loopindex+1)*distancepermovementstep

    that might help, but if you are using a grid to move .. u might want to adjust the movement based on your grid system.

    if you have a bullet motion then you have bullet.angleofmotion and u can revert it to bullet.angleofmotion+180 which is opposite side of your current movement direction/angle.

    now if the above loop might not work or cause conflicts on how the movement is happening if used with bullet behavior.

    to adapt to bullet behavior you need to either disable the bullet behavior or change the repeat loop to change angleofmotion to angleofmotion+180

    then stop and revert back the angleofmotion if the movement is to be continued forward based on distance that is equal or greater 3x block size or step size that the sprite object that is reflecting has to move, from the bumpinto to sprite current position is a bit confusing but i hope it makes sense, is actually very simple.

  • Anyone else experiencing downtime with facebook?

    don't tell me i have to talk with people face to face now :-s

  • the user there just told the bellow was the solution to this issue... same as frankie.... so just drop/place the image u want to share in the layout from which the share action is called.

    The sprite must be in the same layout.

    i keep saying frankie but is fredrik lol ...

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GeorgeZaharia

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