winstreak's Forum Posts

  • Seems like moveto was triggering multiple times on the ground perhaps? My initial code would slowly move the ground even when I set to in combat.

    Reworked my code:

    (Had to clear my saved state)

  • I have 2 objects - A ground and a slime.

    I move the ground with moveto and keep my main character in place to give the idea of movement. I have an Idle enemy slime that is chilling - AKA should move with the ground. I have the Movespeed for both the ground and the slime set to an algorithm which currently is outputting 11.6666666 for both. Checking my Debug Layout Both ground and Slime have that MS - yet the Ground moves about 5% faster.

    Extra things that may matter:

    • Both are 0 Accel and 0 Decel
    • The ground is much larger - Shouldn't matter but who knows
  • What dop said -

    This will make it so when you increase the size of them, they grow up and left instead of in all directions

  • I haven't used it before so I'm not sure - but have you tried putting both quotes and no quotes around the name?

    Photon.RoomPlayerCount(Name)

    Photon.RoomPlayerCount("Name")

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  • I can try to explain it different.

    Create an Object Sprite - Goomba

    Give Goomba the Behavior Platform

    Uncheck 'Default Controls' this will remove your ability to control them with the keyboard arrows

    Now you need Code to Simulate Move Right if they are not mirrored and Move left if they are Mirrored

    Easy route to make them turn is to have 2 object s - one called 'forceMirror' another called 'forceNoMirror'. Set these both as invisible and place a 'forceMirror' on all right edges of platforms and the 'forceNoMirror' on all left edges. Now put a check for each Goomba, if overlapping 'forceMirror' Set Goomba Mirror True and another for each Goomba if overlapping 'forceNoMirror' set Goomba Mirror False.

  • I made a tutorial a while back on Platform enemies walking back and forth without falling off edges. Maybe this will help you out!

    youtube.com/watch

  • Yes apologies - .Width is how you can call on the amount of total elements in an Array.

    I have a video that walks through using an array to pick marbles from a bag at random. So each time you pick you should only be able to pick the remaining marbles. You can use this as a guide to get yours going.

    youtube.com/watch

    You could also have other parts of your code effecting your outcome. You can always try building this mechanic on its own - a new program. Name all the objects the same - obviously the graphics dont matter so dont waste time on those. Once you get it working, move it into your other project and see if it still has bugs.

  • Cursor is over 'familyname'

    'familyname' destroy

  • Haha it was text based - one of my computers didn't have the font downloaded that my other one was using.

  • When I switch between different computers my sprites move (Text for sure). I assume it is some sort of scaling or resolution issue.

    If I move the words in red down to just below 'Your Files', when I log in on my other PC they will be over 'Slot one' and 'Slot two'

  • -Mis-Understood question-

    Answer below is good though :)

  • Your way is most likely fine. The issues would only come if you have a high chance of calling a lane that is already in use - and doing it over and over continuing to fail to find an open lane.

    You could look into creating an array. You would have the array hold all of the currently available lanes. Then grab a int(random(array.length)) position on the array. When you grab that value you remove it from the array. Once the lane opens up again you add it back to the array.

  • Text:

    "Hello, this word is [color=blue]blue[/color]"

  • The Built in Object: 'Save'

  • Created a layer - set up the Z order

    Saved the game using the Save Object built in

    Now when I add new Objects to the layer they are there but at the bottom of the layer. AKA invisible since I have the whole screen full already. I can do a 1 off fix - setting the item to the top of the layer, but this will have to be done for every new item added on the off chance someone has a save of the layer before the item is added.

    Any thoughts?

    I can add code/Events and screen shots if needed, let me know ^^