dop2000's Forum Posts

  • Post a comment. Then click "Edit" above your comment. Then you will be able to insert a picture. It's a bug on the forum:

    github.com/Scirra/Construct.net-website-bugs/issues/135

  • Try Physics. Disable cubes collisions with other cubes, they should only collide with the immovable ground.

    Or you can use Bullet behavior with gravity and Bounce off solids=yes. On Collision with the ground reduce bullet speed. It will not look that nice, but should have better performance.

  • No, the second event should be "On Player Collision with MainTrack".

  • You mean if the player stays close to the wall after the collision, it should be destroyed after 5 seconds? But if it moves further from the wall, it will not be destroyed?

    You can pin another invisible sprite to the player, with slightly bigger collision polygon. When player collides with the wall, start a Timer "destroy" for 5 seconds.

    On "destroy" Timer event - destroy the player.

    If the timer "destroy" is running, but that invisible sprite is no longer overlapping the wall, stop the "destroy" timer.

  • I'm guessing tilemaps are not rendered when they are outside of the viewport, so it will not be possible to paste them on canvas/paster object. There are two solutions -

    1. Temporarily move tilemaps for player 2 to the viewport, paste them, and move back to their original position. This can all be done in one tick. Don't know if this can cause problems with player #1, maybe you'll also need to temporarily disable collisions.

    2. Keep the tilemaps for player 2 on the screen, but make them invisible, or put them on an invisible layer. Seems like invisible tilemap can be pasted on Paster.

  • It's hard to understand what's going on in your game, but I believe the problem is that SectorDefence sprite is solid. So the virus sprites are trying to walk around it. When I removed Solid behavior, viruses walked straight to its center.

  • Use Timer behavior. When enemy is created, start the Timer for random(1,4) seconds.

    In "On Timer" event, fire a bullet and re-start the timer for another random(1,4) seconds.

  • Check collision polygon in all animation frames. Ideally all polygons and origin image points should be the same in all frames/animations on Platform object.

    That's why it's preferable to use a different sprite. Check out the "Kiwi story" template, there are two sprites - Player_Base and Player_Mask.

  • Setting mouse cursor from sprite never worked well for me. I suggest setting it to "None". Add all cursor images to a single sprite and on every tick set this sprite position to (Mouse.x, Mouse.y). When mouse is over different objects, simply change sprite frame/animation.

  • Two ways to deal with this:

    1) Change full-screen scaling mode to Scale Outer or Off. You may need to re-design some things in your project for this..

    2) Don't use TextBox control, create your own text box and keyboard:

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

  • Yeah, if the sprite doesn't exist, then the condition "Sprite Is Not Moving" returns false and the whole event is not triggered. Here is an easy way to fix this:

    On Numpad 6 is pressed
    
    	(sub-events)
    
    	Sprite Is Moving : (no actions)
    
    	Else : Sprite10 Set X...
    		: Function call moveenemies
    
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  • Did you see Pacman clone template included in C3? It has ghosts AI:

    https://editor.construct.net/#open=template-eat-em-all

  • Edit your comment and then you will be able to insert an image.

    Or post on Imgur.

  • You can send a limited amount of data in URL parameters to the spreadsheet. From your explanation I thought there may be hundreds of values.

    Another popular option is to send data to Firebase service. There are a number of addons for that.

  • Well, don't do that :)

    I don't know what other solution you are expecting. If you are filling the tilemap randomly, make sure it's not overlapping the sprite.