MPPlantOfficial's Forum Posts

  • Dont really understand why it works at all. On collision the squared speed should be close to zero.

    Oh actually the illustration isn't clear. In that case, both VULNERABOX and BOX_METAL are sliding down thus both reached the maximum velocity.

  • Depending on where the hotspot is, the pink box should always have a greater y than the brown on when they are overlapping.

    Actually I did consider this. But here's the catch: It's a rotating layout. I'm actually thinking of inserting a decoy sprite to be used as the relative 'higher Y' that keeps its position relative to the viewport.

    I'll have to do some tests.

    Also I forgot there's a 3rd case I just thought of last night:

    For this case I'm thinking of put Tilemap and BOX_METAL inside a family (if C2 allows) and replace the:

    overlapping TM at offset with

    overlapping SOLID_FAMILY at offset.

    Now hypothetically using the hotspot method it should work but I'm anticipating a whole other set of problems.

  • It's called "Interstitial Ads."

    https://www.scirra.com/manual/184/admob

  • Hey guys. I'm trying to properly implement crushing sprites. I want to be able to defeat some blob enemies by crushing them with a box. Now I know there are many ways to implement this but I'm trying it against a tilemap surface when the box is approaching the sprite at high velocities. Also, the box should be able to crush it from different angles. Meaning the sprite can also be crushed on the ceiling. Now this is the code I used:

    My problem is illustrated in the picture below.

    While I'm able to achieve the desired results as you can see with the first and second examples:

    At the third example the pink box is also destroyed even if it isn't being crushed but only because it's overlapping the tilemap at an offset when it's the one falling on the metal box. How do I make it so it only gets destroyed when getting crushed?

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  • Zebbi

    It's simple enough to test and see. Loading images is done per instance with tiledbackground instead as with per object type with sprites. To animate you probably would want to just create a bunch of instances, load a different image per one, and cycle which one is visible.

    If one were to use URL would that mean the player would have to be online for the background to load?

    So assuming a player is offline, the BG would just display the current layer background?

  • Yes but that only changes the position of the origin point, and not rotation.

    Oh well you can actually set the angle of the text box just like any other sprite. When looking at the different options at the actions tab, you can find "Angle" options at the top. Is that what you mean? Or do you mean you actually want to make the text box runs circles around your character?

    EDIT: Orbits Link

  • Highlight the Text and look at the object properties tab to the left of the screen. Scroll down and you will find the ability to edit the textbox alignment and hotspot.

  • Hoping for simple fixes like the ability to set Physics.AngleofGravity.

    Or at least fix the 'Music' folder so it actually plays music.

  • Sounds like All of your enemy AI should use LINE OF SIGHT plugin.

    If player spotted | Shoot/ Follow/ Sleep.

    There are many ways to implement this. Look at you C2 examples first.

  • I am gunned guns

    And improvements like more Safety, life and energy

    And also selling ammunition

    The sales system is a help service to have more space because I have been able to sell only 6 objects

    Lebrando that is with money inside the game

    I don't understand everything but from what I can piece together you already have in-game currency?

    So you want players to be able to buy your in-game coins using real money? Am I correct?

    First set your in-game money (currency) and use the IAP plugin to give the player an option to buy more. You should check out tutorials on the IAP plugin because there are different types of purchases in iOS and Android.

    The in-game selling part is easy enough.

    For Life (HP), Defence (Safety), Energy (I'm assuming this is like MP) all you need to do is set the price of the increase the maximum values of the said quantities (Life, Defense, Energy) when the player touches the buy button (assuming the player has enough of the in-game currency to afford them.)

    For the guns part, simply lock the guns you want to sell until the player is able to afford. By the way, have you been able to implement all features ? Do you already have a working game?

  • First we have to know what your game is all about.

    Are you selling different skins? Are you selling in-game power-ups?

  • SOLVED

  • SOLVED

  • SOLVED

  • Global Var. Sum = 0

    | Set Sum to (Sprite1(0).WeightSprite + Sprite1(1).WeightSprite + Sprite1(2).WeightSprite )

    or use a loop index.

    Remember the first instance of a Sprite would always be Sprite1(0).