Kyatric's Recent Forum Activity

  • Please consider checking the How do I FAQ category AJAX for example of use.

  • Edit: NVM, appcache is not appmanifest.

    Apparently it contains informations about the icons for the game as a web application.

    Again, might depends on the server configuration/MIME type.

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  • Make the creation happen in a function.

    For example

    On function "CreateSquare" => Do your creation code.

    Add an event Square - On created

    And add a condition : Square is overlapping Circle

    => Destroy Square

    => Function "CreateSquare" (so that it creates another instance)

    Do the same for your Circle and this should make sure that instances are not overlapping.

    To create them at different time, I'm afraid you may need to change your "every random" event to something more determined, and have the timings calling the creation of instances depend on the other.

  • Example capx (2017-05-11).

    For "push" to work properly, you need to be sure to set the size (width) of the array to 0 in the first place.

    Then Width - 1 corresponds to the maximum X index you can reach in your array.

  • You can do it with any exporter if you use the "find()" expression with some specific keyword.

    It all depends on what data structure you are using (arrays ? dictionaries ?...), cycle through them with a function and try to find(keyword).

    Find() is a text system expression.

    So yes it is possible to create a search function, whatever the export you use is.

    It nevertheless depends on the type of data structure you are using and so depends on the implementation of your project.

  • The issue might come from either the fact that you aim an iOS device that actually currently has its space drive close to full and do delete the local storage space in order to get more free hard drive space (solution there is to burn all iOS device on the planet so no one use them anymore).

    Otherwise, you do have something going wrong on the execution start of your application where, you are putting default values no matter what.

    Consider posting your code/capx so that people can evaluate what issue may be the correct one.

  • You are correct about physics not interacting with platformer/solid/jump through behaviors.

    In your current code, the issue with the inactive ball is that it is not set to stay in place.

    I would modify it so that inactive ball gets the immovable property as well. This way, they are still an obstacle, and give the visual impression to rest on the platform, when the platform is actually loosing its physics consistency to let the lower ball come through.

    I added a "Set physics immovable" in the "DIsableBall" function and a "Set physics movable" in the "Ball is Active" (event 4) of the main Event sheet and this seems to do the trick.

  • It depends on how you have implemented your game so far, but there are already examples of implementation of such a feature in the forums.

    Try to make a search using the keyword "Top down" "GTA" "Vehicles" in the request and you should find some examples.

    Otherwise, it is mostly an idea of when you are not controlling the character itself, you hide it and make the vehicle the object you control in priority.

    And once you get out of the vehicle, you make the character object the main priority for controls again.

    Using boolean variables, to handle the current state of the game is key in that process.

  • Search functions could have been of great help here.

    Searching the tutorials for example would have given "How to code monster loot drops" as a result which is exactly what you are looking to do.

  • An almost completely working example

    Hopefully should be enough to put you on the correct tracks.

    I've modified quite a lot, but left your original code and structure in, disabling it.

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Kyatric

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