tarek2's Recent Forum Activity

  • Badmiracle

    I had the same problem while ago and this is how I resolved, I hope it helps

    https://www.dropbox.com/s/gyv2pkcz6im39dx/Set%20Position%20in%20a%20moving%20Boat.capx?dl=0

    you can change the Movement speed changing the Values on the Global variable "Speed"

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  • I did all that but now for some reason when i start the layout the Player flies off the screen even know i set it to spawn at a certain spot, i think it might be something to do with the layout size and margins

    Is working fine for me you must have placed them wrong check where are placed on this capx

    https://www.dropbox.com/s/vmr7qmgeco51od6/Survivor.capx?dl=0

    Also I noticed a small delay on (Animation change) when you change directions you can reaplace them with something like

    https://www.dropbox.com/s/bh9p8zp8hzyk6w4/AnimationProblems.png?dl=0

    another thing you don't need to create new events when you already have one where you can place all the action on there is the same thing, I'm talking things like "On Start of the Layout" you have a few there one after the other just move all the Actions to one "On Start of the Layout"

  • KingKong1234

    And you forgot at the start of the layout to set the playerAnimation position to the Player and this has to happen before the Action where you pinned to the Player that it should fix the invisible wall problems

    What was happening is you pined the playerAnimation right at the start of the layout without positioning first to the playerbox position so both were pinned but one in one corner and the other in another corner

    One more thing I saw that you have the playerbox image point in the middle so for the playerAnimation will be better in the middle just a correction from my first comment where I said put them on the middle bottom

  • dropbox.com/s/9n02xbfz34dzufk/Survivor.capx

    For the Animation, all the Image points are off positioned in different places that's why it jumps, you should place all on the same spot example right at the bottom middle of the collision box of the character

  • This is the file for my game

    https://www.dropbox.com/s/rkr0n8213ugxl ... aproj?dl=0

    The link for the Capx is not working for me

  • rbailey83 No problem man I hope you feel better

    [quote:k5guynxz]The events 20 and 21 I didn't actually have them in at the same time when I was testing, I just put them in for the screen shot to show the two ways that I had tried to do the < 0 health event is all.

    see what you mean now sorry I didn't get what you meant at that time

    [quote:k5guynxz]I feel like an idiot, that is so obvious now after looking at the example project you posted

    you shouldn't feel like that is normal and is gonna happen very often, sometimes you don't see it at the first glance but you see it on the second or third etc..... especially in the beginning, to be honest I still do a lot of crazy things either for (tiredness, bored, Brain collapse, no enough Oxygen on the brain, etc...) that's why I make sure to review my events many times and especially on a different days because on a different day fresh it may you can see something that you didn't see before.

    [quote:k5guynxz]If i could recommend you for some kind of forum award for being helpful I would definitely be doing that.

    Hahaa Thank you very much sir, Even that the Award Tittle is far way bigger than the actual job it was done, That has to be one of the Coolest forms of Gratitude and appreciation that I see around, Is a pleasure to help colleagues like you

    ==========================================

    You see Talking about Review on different days today looking at the capx again I Spot a bug:

    When you fight with the Enemy and it happens the scenario that all the Eight Tiles neighbors surrounding the Enemy Are Inactive the Even 15 it wouldn't Run because all the Tiles are inactive included the Enemy Tile therefor the Detector will stay on the screen

    Example if this is the scenario and if you defeat the Enemy

    https://www.dropbox.com/s/luq7dkb2m7jvhfo/SpawnTileBug.png?dl=0

    One way To Fix that you can change to this:

    https://www.dropbox.com/s/ms3aqn0oosdnrtl/SpawnTileBugUpdate.png?dl=0

  • Rhindon

    I see what you mean now

    Cool glad you fixed

    Another thing if is just one frame animation you could do everything through one object and if you need to apply some special action to one of them only you can Ad an Instance Variable example : "Type" then on each one just add like ShipCourse1, ShipCourse2, ShipCourse3 etc.......then you can pick up any ship through that variable

    Capx: I put the Variable here but I didn't use it is just to show you

    https://www.dropbox.com/s/zaskzzr3ypw638w/ShipChangeFrames2.capx?dl=0

  • Rhindon

    This what I understood

    On touched battlefield

    And is touching (ShipCourse) : then destroy it and add 1 NodeGridCounter & Update all remaining the

    (ShipCourse) frames

    Else is not touching (ShipCourse) And (NodeGridCounter < 5) = Create ShipCourse & add 1 to NodeGridCounter

    Is that correct?

    https://www.dropbox.com/s/bhg0zvrbx8jft0y/ShipChangeFrames1.capx?dl=0

  • Hi Rhindon

    I don't fully understand properly what you trying to do but one thing I notice in the event 3 where you compare this:

    ShipCourse.OrderID > PlayerShip.NodeGridCounter :

    Action: Subtract Self.OrderID From Self.OrderID

    Is it not that all the ShipCourse that meet the condition will become OrderID = 0 ?? so you set the animation Frame to 0

    I read it many times what you trying to accomplish but I still can't understand fully

    Maybe if you explain it just step by step will be much easier to understand and maybe we can find an easier solution

    Example

    1-On tab (battlefield) >>>>What you referring here anyway is the water or background or something like this?

    2-Is touching ShipCourse >>> I wanna this to happen

    3-I wanna this to happen and so on

    Just my two cents

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tarek2's avatar

tarek2

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