LittleStain's Forum Posts

  • I'm not sure if I understand, but wouldn't this be the solution?

    brick on destroyed - system add 1 to score

  • You could do something like this:

    system every random (10,15) seconds - call function "create" with parameters 0 = choose (1,2,3)

    on function "create"

    -- if parameter = 1

    create object 1

    -- if param = 2

    create object 2

    -- if param = 3

    create object 3

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  • Does Arrays work in this situation?

    What would you want the array to do?

    Please explain what is wrong with the solution korbaach gave, so it is more clear to us what you want..

    Sharing your capx and/or your events might even make it clearer..

  • What doesn't work..

    My explanation or your implementation of my explanation?

    Could you share your events and or capx to show how you have tried to make it work?

  • I guess you could also set the map sprite back to it's original position after pinning the marker and then use the marker's x and y..

  • Problem here is this:

    Although the zoom is the same, the paralax doesn't seem to be..

    You pin your marker, so it moves with the map, but the coordinates of the marker and the map don't appear to be the same..

    What you might be able to do, depending on how you've got things set up, is get the position of the marker relative to the position of the map, so the offset-coordinates..

  • So is the marker created on another layer than the map?

    For when created on the map layer wouldn't the coordinates be in sync with the map at all times?

    If not you might want to try zooming the map to scale1 sending the coordinates and zooming the map back to the scale it was within one event..

    If it's all done in the same tick, it would work like the checking for overlap at offset, and not be visible for the user..

    Haha.. You already tried that..

    Misread..

  • I guess when jumping you would have to check overlapping at offset, and if overlapping at offset is true, check the player's x position with the brick x-position and attach an action to add or subtract from vectorX of the player's movement..

  • Like stated above, please provide a capx and a better explanation.

  • When you say you send the coordinates of canvastolayerX to a database, how do you do this?

    Wouldn't it be better to send the coordinates of the just created marker?

    on marker created - send marker.x, marker.y

  • Using this plugin you can get date and time..

    plugin-system-date-and-time_t63492

    Setting text and/or other things depending on this info should be done by events..

    I used it for my app to display if bars in my hometown are open or closed:

    https://dl.dropboxusercontent.com/u/485 ... index.html

  • After removing a lot of unnescessary events/conditions/actions:

    https://dl.dropboxusercontent.com/u/485 ... nfire.capx

  • Would giving the turret behaviour to an invisible sprite pinned to the ship solve your problem?

    Another solution would be to get rid of the turret-behaviour altogether and just spawn the bullet and set it's angle..

  • Could your issue be related to this?

    From the manual:

    Mobile limitations

    Safari on iOS and Chrome for Android share a limitation in playing music. While sound effects can be played at any time, music is only allowed to start playing when the user touches the screen. This is a limitation in the browsers themselves. As a result, if you play music on the start of layout, you may find in these browsers it does not actually start until the next touch.

    Safari on iOS has a further limitation that no audio can play at all until the first touch. In other words, audio starts off muted and the first touch unmutes audio playback.

    Usually you do not need to handle this in your events. If you try to play sound or music on 'start of layout', the audio object will automatically queue it up for playback the next time the user touches the screen. However you should be aware of this when designing your game. If the first touch changes layout or stops the music, then the music may never be heard. You may want to start playback then encourage the user to touch the screen with a 'Play' icon or something similar.

  • But you might want to only destroy the NPC not running?