CREATOR4's Forum Posts

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  • hi just have an instance which uptades every tick with ( player.x + 128 ) !

    how can i check if that is in an object?

    I would make a Function to handle the teleporting

    Something like

    On Teleport Function

    -player.x + 128

    -Is player overlapping wall? -- > set player.y to (wall.y + (wall.height / 2)) (this is assuming the wall's origin point is it's center)

  • When the teleport completes, check if the character is overlapping something, and if it is, teleport the character to the top of the object

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  • Hello, I'm trying to the image point of the origin from a sprite and the result is always 200, 150. No matter where I put the origin.

    This is my code:

    imagePointsX = puzzle.x + piece.getImagePointX(i); imagePointsY = puzzle.y + piece.getImagePointY(i);

    If you want the "image point of the origin" just use piece.x and piece.y

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  • You could give each pet it's own dictionary: construct.net/en/make-games/manuals/construct-3/plugin-reference/dictionary

  • Hi,

    Yeah I have an UID parameter in all functions that identify which instance is picked. The function is run for each instance that meets the original conditions to trigger the function.

    Functions won't really slow you down, but For Each will! You have to be careful when using it. One tip I have is to make sure you do all the picking BEFORE the For Each

    For examnple:

    you have 10 sprites. 5 are blue and 5 are red

    Sprite = Blue

    For Each Sprite

    This will run 5 times. First it picks all the sprites that are blue, and then it goes over each one

    For Each Sprite

    Sprite = Blue

    This will run 10 times. It will go through each Sprite one by one, checking if it's blue

    So you want to do your picking before your For Eaches when possible. This will weed out only the objects you need to do For Each on, which will help performance

  • Make sure that the Platform behavior is turned off by default. Then make sure only the Host enables the platform behavior for everyone's character. You don't want both the Peer and the Host to be controlling movement, only the host

  • Mouse.X("LayerName")

    Something like that

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  • see condition of 3rd and 4th event

    dot | ID < gCurrent

    dot | ID > gCurrent

    in the function i can use either dot | ID < gCurrent OR dot | ID > gCurrent, i cannot use both on one function.

    Noah Gengo suggested to pick Dot and steps using UID inside function but by doing this function will pick only 1 object but dot | ID < gCurrent is picking multiple object.

    You can call functions for multiple objects. Just put a 'For Each' condition after you've picked your objects. This will call the function for each object

  • is correct

    The solution is to pass the objects' UID into the function as a parameter

    For example:

    Call myFunction (pos: 300, alphabetUID: alphabets.UID, dotsUID: dots.UID)

    myFunction

    Pick alphabets by UID: alphabetsUID

    Pick dots by UID: dotsUID

    (then do your actions)

  • Theoretically "Every x seconds: make sprite" should be working

    Can you run the game in debug mode and see if any sprites are being created for the Host or the Peer?