lionz's Forum Posts

  • What are the enemies pathing towards? Can you just set it to move towards the thing without using pathfinding? i.e. Set Angle. There's a ghost shooter tutorial level where monsters spawn outside of the layout and move towards the player without the use of pathfinding. If you definitely need pathfinding then have them move towards the central point of the level until they are inside the layout then enable pathfinding?

  • Do you mean still have them selectable if you were to click/tap on them if a power up is not on top of them? I guess so, because otherwise that doesn't make a lot of sense. You can check to see if you are touching a powerup first, which stops any other logic being processed. If you are touching a powerup then activate that, if you are not touching a powerup then check if you are touching the sprite below.

  • Yeah was taking a look into restart but I didn't suggest it because it didn't seem to work for Fade2 because you can't restart the fade out, it still gets stuck. Might be good enough for what you've made though if it ends with that Sprite 1 Fade.

  • This question gets asked a lot and I always link to the solutions in this thread :

  • This question gets asked a lot and I always link to the solutions in this thread :

  • As you mentioned, it seems like the Sprite is still set to 'fade out' instead of 'done' when you have a fade out of 0, I assume that's what you set for the Sprite that 'doesn't have a fade out'. Even with very simple keyboard presses it wasn't working correctly for me when I took the fade out away from the object. The fact that it's still waiting for the fade out might be a C2 problem I'm not sure...I guess the behaviour always waits for the fade out even if it is set to 0 for 'skip', there could be some kind of work around I'll keep looking...

    Ashley if fade out is skipped, set to 0, should the 'stage' of the behaviour in debug be set to 'done' rather than stuck in 'fade out' ?

  • On the config settings on the left of that screenshot you can see that the preview browser is set to Edge. I think new preferences only apply to new projects. You can just change your browser on the left and save the current project.

  • Similar to your previous issue, it's a problem with image points. It's because the X doesn't start from the left of the object as assumed by the calculation, its X is the origin image point, the centre of the object.

  • Join an empty room.

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  • Oooooo nice

  • I don't think so, once the host leaves, everyone is kicked.

    You could prevent this by making sure the host isn't a player and so never leaves.

    Or you could disguise that it happened by setting a peer as host and autorejoining a new game kinda like this user's response :

  • I guess by using plugins and this is about as simple as it gets:

    https://www.scirra.com/tutorials/5000/r ... ion/page-1

    Match 2, incredibly easy. Match 3, yeah that's going to require some logic.

  • It is going down a complex route, to stop this going on forever I would just look at making an array and manipulating it so that you are comfortable with what each action does, if you are going to be relying on them for the cards. The best way to use them might be to have the card stored at 0,0 displayed, then the card stored at 1,0 displayed so you can easily run through the co-ords of the array and display each card in order.

    Every time you collect a card just push it to the back of the array, you can worry about things like arranging in alphabetical order later on. Push the card values onto the X 0,0 1,0 2,0 3,0 etc and practice switching between each value in the array to display the card associated with that stored value. If 'Dragon' was the first card, stored at 0,0 then you display 'Dragon', then a right key press will display 1,0. Start with the basics then branch out from there when you are comfortable with using arrays. I found that when you are using arrays, using the Debug view is helpful. You can see what is appearing in the array in the debug layout at the bottom.

  • You could run a check, there is a 'Does array contain value' and check for 1. Then you'd have to start from the current co-ord and run a check for the next 1.