AllanR's Recent Forum Activity

  • correct.

    I guess if you really, really didn't want add objects for each field, you could reference the TextInput by instance:

    TextInput(0).Text, TextInput(1).Text, etc...

    but that assumes you know the order you added the instances to the layout, is not easy to read later, and is just asking for trouble.

  • I would give each TextInput a unique name so you don't have to pick them individually.

    then you should be able to bypass the need for local variables and just reference the relevant fields...

    Email.Text, Password.Text, etc...

  • an article I read about that Ori game last month said they had 80 developers working on it, and it took them about 5 years. Regardless of the engine, it takes a lot of skill and hard work to make something look that good.

  • looks fantastic! ) another bug - I turned music and sound off in the settings, but the sounds still played. (music turned off)

  • you could spawn a copy of the sprite, and then set its width to the original sprite's width x -1 to get a mirror image.

    but I guess it depends on where the mirror is placed. if the original sprite is supposed to be facing the mirror, does the player see the sprites back? or side? the mirror might have to reflect a different perspective from what the player sees to make sense...

  • here is a quick sample...

    I will be out for a while, but could take a look at your file later if you post it here.

    https://www.rieperts.com/games/forum/minimap.c3p

  • that trigger once in the loop doesn't do anything, so it is creating new minimap objects for each obj_Ore1 on every tick... which will very quickly create thousands and thousands of objects.

    what you might want to do is give the obj_Ore1 an instance variable that holds the UID of the minimap object assoiciated with it (and do the same for any other objects that need to appear on the minimap), then create the minimap object whenever you create a new object and store the minimap version's UID so you can pick it and update it as needed.

    another way would be to make the obj_Ore1 a container so that the minimap object gets automatically created and associated (picked) with its parent object.

  • run it in debug mode, and keep an eye on how many objects there are, how many collision checks, etc...

    you may have enemies or bullets building up over time off screen.

  • i was joking... :)

  • Very nicely done!! :)

    except I got some strange error message when I got to the white square...

    love the interface and graphics.

  • if you are updating those variables every tick, then that will be happening 60 times a second.

    Your math looks fine, so it is probably running more times than you expect. We would have to see your code to be able to help more.

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  • there are a number of ways to limit its movement...

    the easiest might be to put an invisible sprite at the edges of where you want, and if the rabbit hits the sprite, have it reverse its direction.

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AllanR

Member since 21 Nov, 2013

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