GeometriX's Forum Posts

  • I'd suggest that you assign Bullet an instance variable of "Parent" or something. Then, in the Bullet creation event, the correct Enemy is already picked since it's the one spawning the Bullet, so simply assign the value of Bullet.Parent to enemy.UID.

    Later, when the Player is hit and killed and you want to increase Enemy.XP, pick the Enemy by its unique ID and add to its XP.

    EDIT: Hah, ninja'd by zatyka!

  • Brilliant, thanks ASHLEY.

  • Please remove the calls for the Div and iFrame plugins and re-upload. I don't have those installed.

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  • You should always check the manual and tutorials before posting a request.

    Savegame tutorial.

  • Well the other way is we continue to make arbitrary guesses.

    While it's possible that this is a bug, I think it's unlikely. If you're worried about posting your work, save it as a separate file and strip out all your work not specific to the issue. Chances are that you'll find the solution yourself by doing so, and if not, then we have a file to look at that you're comfortable sharing.

  • Must be something in your event sheet, then. Could you post your capx?

  • Ashley, that doesn't work with regular MP4s. They have to be OGVs.

  • For this purpose I highly recommend the LightTween plugin. It'll give you much better control from more specific conditions and actions.

    Either that, or use the Sine behaviour with specific periods and starting points, but that might be a bit more hassle than it's worth.

  • Ah, you should've said that these are loaded sprites.

    In that case, you can't do anything with the sprite itself, but you could create an invisible dummy object that's pinned to the loaded sprite's origin, and set up with its own image points that can be pinned to.

  • Thanks, JohnnySheffield, I wasn't aware of the extent to which one could use Chromium as a real platform, instead of just a wrapper. I was under the impression that it was just a standalone Chrome.

  • Could you post the capx that you're having trouble with, or a sample? I'll export it on this side and see if I get the same issue.

  • I did some digging and found a solution:

    First, you have to use OGV format video. I don't know the technical details, but that's the only thing that works in Node-Webkit, even though MP4 works in regular Chrome.

    Since handbrake doesn't seem to support OGV, I used this free online service to convert a sample file. EDIT: Turns out that VLC can do this, too, which is a lot easier than relying on an online converter.

    Second, import your video into the project.

    Finally, set up your video as usual. Set the source to videoname.ogv.

  • Pixellate works perfectly for me in Node-Webkit. Maybe it's your video card drivers?

  • You can't change the origin at runtime, but why not use multiple image points, and just pin to them as needed?

  • Nullus I've used this same approach in a wave-based TD game. So, in each level's event sheet I set the enemies that are allowed to spawn, the number of waves in that level, and the number of enemies per wave.

    In the main event sheet, I have a few events that handle the actual spawning of enemies. So, it checks what enemies are allowed to spawn (based on the level's event sheet), then it spawns those enemies, adding 1 to a counter every time a permitted enemy is spawned (not-permitted enemies are simply destroyed off-screen, until a permitted one comes along).

    When that counter reaches the previously determined permitted number of enemies (level's event sheet), it clears the board and adds 1 to the current wave count. When that wave count matches the previously determined number of waves (again, from the level's event sheet) and Enemies.Count=0, then the level is considered to be complete. Store and reset global variables, and jump to the next layout with its own event sheet.