dop2000's Forum Posts

  • Wow...

    If you have to repeat the same event more than twice, you should definitely optimize it.

    Add all sprites to a family, define Drag&Drop behavior on the family. You'll be able to keep just one event "Family on Drop" and remove all duplicates!

    Add instance variables to the family: StartX, StartY, TargetX, TargetY

    On Start of the Layout (or On Family Created) set StartX to Family.x, set StartY to Family.y

    I'm not sure how your game works and where do you get values for TargetX, TargetY. You might need to set them manually per each sprite on the layout.

    On Drop - if dropped on a wrong spot, set object position to (self.StartX, self.StartY)

    If dropped correctly, set object position to (self.TargetX, self.TargetY)

  • What do you mean "letterbox scale doesn't work"?

    If your game is designed for 16:9 aspect ratio, then on 18:9 screen you should get black bars on top and bottom of the screen.

    Is this what happens?

  • Replied in email.

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  • Angelsgaming

    Yes. It's a common trick, used in many platform games. You actually control an invisible rectangle sprite, and the character sprite is like a "skin" pinned to it.

    That way the animations on the character sprite don't interfere with Platform events.

  • SERGIOManOwaR

    Use System-> Compare two values

    ((a | b) & c) equals 1

  • Thank you!

  • There are a few plugins for grid-based pahtfinding, see this post:

  • Simply change your event #3 to this:

    Touch is in touch -> Set scroll Y to ( Scroll_Y + (StartY-Touch.Y) )

    And remove events #4 and #5

    Instead of scrolling the entire layout you can pin menu items to a big sprite and move this sprite up and down.

    See this post:

  • Add a variable IncorrectDropCounter

    In your Else condition Add 1 to IncorrectDropCounter

    and create a sub-event: System Compare variable IncorrectDropCounter=3 -> display text

    Don't forget to reset IncorrectDropCounter to 0 when object is dropped correctly.

  • You can add an invisible sprite to the obstacle (slightly wider than the obstacle).

    On Enemy collision with that sprite -> Enemy simulate jump.

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  • For x=1 to 50 -> Set group "???????" & loopindex Deactivated

  • In "On object touched" event you can only address one instance of this object (the one that was touched).

    If you need to control other instances, add "System Pick all Object" sub-event.

    On touched Object  -> Add 1 to score
          System Pick All Object  ->  Object set position to (random(1000), random(1000))
    [/code:2cb9uli3]
  • EskilPotet

    Those should be 4 different events, not one!