LittleStain's Recent Forum Activity

  • From the Manual

    Global layers

    Sometimes many layouts in a project have the same content on a particular layer, such as for interface or HUD overlaid on to the game. Changing this content then becomes a chore since changes must be repeated on every layout. Global layers are aimed at solving this problem.

    If a layer's Global property is set to Yes, then every layer in the project with the same name is overridden by that layer. The initial objects, as well as its properties, are used instead of the other layer's own content and properties. Then changes can be made once to the original global layer, and the changes will be applied project-wide.

    The layer with the Global property set to Yes is where all changes must be made from. On other layers in the project with the same name, the Global property will be read-only and display (yes, overridden) to indicate it is being substituted by a different layer. It will also not display in the layout view on other layouts, although its contents will appear when previewing the project.

  • Is this game top-down or from the side?

    What behaviour are you using for the car-movement?

    Is the car all on piece or are the wheels seperate sprites?

    Will the car eventually be able to do more than just drive on flat ground and hills?

  • I'm assuming you are already creating the HUD on a seperate layout and using it as global layer(s) and you have an event sheet dedicated solely to the Hud (Only interacting through variables and functions)..

    Copying those shouldn't be too hard..

  • You could do it with dictionary objects, setting the text (or spritefont) objects based on a function variable:

    Translation Example

    It's not as hard as it looks..

  • One way to split up a string would be to use tokenat(string,index,seperator)

    In the string add a separator where you'd like the newline to be:

    TextVariable = "Hi everyone,\Glad to see you..\Wanna have some fun?"

    on button clicked

    set text to: tokenat(Textvariable,0,"\")&newline&tokenat(Textvariable,1,"\")&newline&tokenat(Textvariable,2,"\")

    the textobject would display

    Hi everyone,

    Glad to see you..

    Wanna have some fun?

    You could also use a for loop from 0 to tokencount(Textvariable,"\")-1 and set an action to append tokenat(Textvariable,loopindex,"\")&newline&

    This all might sound a bit complicated, but when you get the hang of tokenat() and tokencount() , you can do so much with it..

  • My two cents:

    Fake it!

    A lot can be done with animations, maybe using something like brashmonkey spriter to do the bulk and only creating the ragdoll (or just parts) at certain times on impact..

    Full physics body movement is nearly impossible to get right..

  • yeah i solved this problem by changing the polygons collision to default and it works....but dont know why...

    Thanks again for yoru help

    I think I know why..

    Like I tried to explain above, it would be better just to create to objects where you want them to be instead of overlapping..

    Doing things the right way often prevents unexpected results..

  • Correct me if I'm wrong, but it seems to me your bonus-objects have some kind of behaviour attached (solid or a movement behaviour) that pushes them out of solids..

    (I actually see no reason for this, but I might be wrong)

    You are creating them overlapping the ground and so they have to be pushed out..

    Why not create them at the position you actually want them to be?

  • You could add a system wait action..

  • my "ground2" object is spawned by 3 "spawner_blocks2" the bonus is also spawned by the 3 same "spawner_blocks2"

    All I'm saying is..

    Could it be the bonus is spawned by a spawner_blocks2 instance that hasn't spawned a ground-object?

    A random instance of the spawner_blocks2 is picked for spawning the bonus..

    If this instance hasn't spawned a ground2 object at the exact same time, the bonus won't be over a ground2 object..

    You could always choose to have a ground2 object spawn the bonus, that way it would always be above a ground2 object..

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  • Would you like the ship to move, the layer to move or the things on the layer to move?

    Right now on double click you are setting the parallax rate of the layer, which won't do anything if there is no scrolling involved..

  • How many spawner_blocks2 instances are there?

    Could it be the bonus is spawned by a spawner_blocks2 instance that hasn't spawned a ground-object?

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LittleStain

Member since 26 Apr, 2011

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