bllaaa's Forum Posts

  • When I click or Tap on "blockGold", it plays "blockFxSpark" on layer 2.

    It works nicely, except it plays the animations more than once.

    As you can see, the animation isn't looped. ^^

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  • It's a recurent problem, that I have. When I play an animation on a "tap" or a "click", often this animation is played many times consecutively.

    I always verified, the "loop button" isn't checked.

    Is someone can help me please.

    Tagged:

  • , thanks for your help, it works perfectly. I share a screenshot for others wh'll have the same difficulties.

  • Hi everybody. I need your help. ^^

    I made a game with an object grid. When the user taps on an object, he destroys it. When this object disappears a new one replaces it.

    So I need to create a new one using percentage. Because it's possible to have one from those four: wood, stone, gold, diamond.

    I would the new one will be a wood one at 70%, stone at 24%, Gold at 5% and diamond at 1%.

    But I don't know how to do it.

    So I made this

    Tagged:

  • Yes, I want he die, but I don't destruct it.

    So the enemy continues to collide with him. And when the enemy collides with the player, the player played animation moved and winks.

    When I disable collision like you said, my character (enemy or player) goes through the platform.

  • I have an idea, but I don't know if it's a trick or a good practice.

    I'll put a sprite in the enemy, using container.

    This sprite will be its collider.

    When the player collides with it, I destruct it.

    Good? Not Good?

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  • Thanks a lot Dop 2000.

    I have a problem with the collision. Could you help me?

    I made an enemy which move left to right with a sinus. When my player collides with it, I want he dies (the player). So I want to turn off the collision detection. But when I do it the player comes across the platforms.

    Do you know how to disable collision with only one object or object type?

  • Thanks Dop 2000.

    It's great, but I curently I don't know how to create and use fonction.

    I know it's a powerfull tool, but I'm a newbie ^^'

  • I have this problem since the begining. When my player is overlaping un object I don't know how to stop the collision.

    For example I'm making a teleport system with an Entrance "Teleport In" and an Exit "Teleport Out". And a reversed system for the wayback

    [quote:w0mrbl0o]So when my player is overlaping the object "Teleport In", its state become "teleporting" and its position move to the position of the "Teleport Out".

    It works nicely, but the problem is when the player arrives on the "Teleport Out" object (it's overlaping this object), so its position change instantly and it goes back to its origin position (the "Teleport In" object).

    I would like to do something simple.

    When the player goes to the new position, collisions are inactive until it goes out of the "Teleport Out" Object. And when it comes bak on it, it's teleporting normaly in the other way.

    Sorry for the long post and thanks for the help

  • haha lol our message crossed.

    Thanks again. I made exactly what's you wrote and it works perfectly

  • Ok, I finaly found it. ouf ^^

    It's in an expression for a variable instance in the various category.

    Thanks again it's nice of you to help me

  • Hoo thanks Dop2000

    I'm looking for : CollectibleSprite.Count

    But I don't find it.

    Is it a behavior ?

  • Hi everybody

    I would like to make a counter for a collectable object.

    The counter displays the number of collectable object available at the launch of the level.

    Curently I have a counter wich display the number of objects collected.

    [quote:1i2oa6ga]It work like this :

    System-> every tick -> define text : Player.PlayerCoin & "/"

    Thanks for your help

  • It works and it's very powerful. Thanks a lot Dop2000

    Finally, I used your method for my "help boxes".

    When the player collide with a generic box, the correct message is visible.