dop2000's Forum Posts

  • Check that you disabled "Default controls" for monsters.

  • So you have one tilemap covering the whole level, and you need to find the first non-empty tile directly below the mouse cursor?

    You can do this in a loop, something like this:

    set cellX to Tilemap.PositionToTileX(Mouse.x)
    set cellY to Tilemap.PositionToTileY(Mouse.y)
    For "n" from cellY to cellY+100
     Tilemap compare tile at (cellX, loopindex) >=0
    	Create turret at Tilemap.TileToPositionX(cellX), Tilemap.TileToPositionY(loopindex) 
    	Stop loop
    
  • This is not an easy task..

    Firstly, you probably need Drag&Drop behavior here, not swipe gestures. On the video the hand grabs the letter and then drags it several rows/columns. With gestures you will only be able to slide letters one cell at a time. For example, to move the letter 3 cells up, you will need to swipe it 3 times.

    So when dragging starts, you need to detect its direction (horizontal or vertical), lock this direction, and then move the entire row or column. On drop you need to snap letters to the nearest cell.

    Another tricky part is wrapping the letters. As a letter disappears on one side of the board, the same letter should reappear at the other side. You need to create a copy of this letter sprite, or maybe a copy of the entire row/column.

    Anyway, this is a pretty complex mechanics, not something that can be done in 20 minutes.

  • I don't have a Mac and can't open your presentation.

  • Ashley , could you please explain why this happens? I wonder if it's a bug or expected behavior?

    If I destroy all instances of the sprite and unload it from memory, I thought that next time I create this sprite, its images should be re-loaded from the spritesheet.

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  • This question is asked so often here lately, someone should make a tutorial.

    You need to add Local Storage plugin to your project, and manually update all actions and events - replace WebStorage with Local Storage. After that you can remove WebStorage from the project.

    Note, that Local Storage works differently, read the documentation carefully, and check the official template:

    https://editor.construct.net/#open=localstorage-hiscore

  • If you set acceleration/deceleration to 0, then MoveTo moves at the same constant speed. It is not slow or fast, the speed is the same.

    If you need the traveling time to be same, then use the formula for speed SimpleGames gave you.

  • So you creating these objects in runtime? Did you add "Persist" behavior to them?

    You can send me the file, my email in this post:

    construct.net/en/forum/game-development/job-offers-and-team-requests-28/-paid-and-free-programmer-will-130628

  • So you simply need to respawn one monster again and again in exactly the same position? Why didn't you tell this from the start?

    You can simply set it invisible, wait 5 seconds, set it visible.

  • Have you had good experiences building your own on-screen keyboard?

    Here is a nice tutorial:

    construct.net/en/tutorials/mobile-keyboard-and-hall-of-fame-for-all-mobile-devices-738

  • This is not a fix! You are picking the same SlimePudding that is already been destroyed. And then you create another SlimePudding in the exact same position. It doesn't make any sense.

    If this is really what you want, then you don't need any IDs and don't need to put many instances on the layout. All you need is just one line of code:

    SlimePudding On destroyed -> Create SlimePudding at (SlimePudding.x, SlimePudding.y)

  • Did you set correct values to "c" variable for all monsters?

  • Oh, by "same speed" you actually meant "same time"? Then Simple Games is right.

  • And add this condition to your "health<=0" event:

    SlimePudding animation "Dying" is NOT playing.

    Otherwise this event will fire on every tick for already dead enemies.