saiyadjin's Recent Forum Activity

  • insert 2 objects - both sprites - one teeth one round cube.

    add pin behavior to teeth. add solid to both.

    open teeth / circle image editor - go to collision box right click em and select "guess collision polygon"

    after that in events - on start of layout pin teeth to circle. if you want a special position to pin, set their position to image-point.

    • do your stuff to move /whatever and enable collisions on your sprites - then you should collide nicely.
  • yes i do.

    i know how to set it up, i've been through that guide up and down 10 times tryin' to find why it doesn't work.

    i've cleaned cache from my browser multiple times to try to get it, but nothing. i seriously think there's something wrong with the loader but noone in

    scirra obviously wants to check, so i use a replacement currently for their logo. that works well for now..

  • nope. you can't.

    btw. check if you have .backup file ? you can restore your project to the last working state.

    also create then a empty folder on your desktop and save as project in it. check if everything is there -> therefore you get back your folders and stuff.

  • we know that. but my game is approx 72MB atm - loader layout has 1 image that is 200KB. explain to me why do i see C2 loader until all 70MB is downloaded ? will ya? pls?

  • you can optimize PNGs with pngoo tool. try it. gives result. no image quality loss.

  • no, no, no. No external elements.

    here's your solution - if you have a window / layout size - first what you have to add is your chatbox. Once done add the rest of the game on the rest of the space that you have in your window /layout size. then make event that will keep chatbox always there where you need it, with setting x and y. If you use layers only the top items are rendered, so i think that you're not really rendering your game under your chatbox unless it's transparent.

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  • same happens to me too. and noone is willing to answer for this horrible crime!

    Ashley ?? Help us? Answer us? We love you..

  • you provided too little info.

    do you need that to be fired off constantly in that fashion? 3-4 spears each with 0.5 sec diff, then 1.5 sec pause and repeat forever?

    or do you need that to happen once? (6-8 spears all together)?

    also mordiaky gave you a nice solution to throw5 infinitely. if you want to cancel it, add another variable name it "number of throws", set to 0, and increase every time throw5=4. also add subevent that will fire off and cancel further firing. you should put that in a group and disable it.

  • when you say it doesn't work - what exactly doesn't work?

    plus it's not the same when you have an event that has 3 subevents - that fire when main event runs and

    3 events that run one by another each with it's own subevent. so there is your problem. not understanding how event sheet works.

    also from guide - "Events run top to bottom

    The order of events is important. Every event is checked once per tick (about 60 times a second on most computers), and they are run from top to bottom in the event sheet. "

    also - what spongehammer told you.

  • there, alextro gave you a solution. When you're checking for collision it uses these poligons (polygon from your character vs polygon of your object of collision) to check if they have touched. if you use the one from upper picture, you can see it's polygon is not really as character is. so best to do to avoid simple mistakes is to use bounding box as shown on picture 2. later you can change that for better approximation around your char, but you have to do then pixel perfect collisions and more.

    best you can do to try for now - use bounding box both on your player, and your object of collision - yes they both need to have good collision polygons for it to work nicely.

  • what do you use for your movement? 8dir? custom? have you tried decelerating on collision instead of instant speed stop?

    there's a million of possibilities, but you haven't really told us much what do you have / have done. upload your capx.

  • ummm how about you start using stable releases instead? betas always have some bugs (not necessarily physics).

    also have you set your gravity to 0 ? if velocity isn't 0 is there a force working on your dices?

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saiyadjin

Member since 19 Jul, 2014

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