Ok thanks man will try this, what about non-physics objects? Is there a good way to do this? In MMF2 I have a setting where I have an object with a bouncing ball movement which is stopped at the start of frame, the object follows a path which goes round in a circle, when another object collides with it it starts the bouncing ball movement and the object floats away nicely. Am trying to reproduce this but am having trouble with it.
Path movement is yet to be added to Construct, but it's happening sooner or later. What you have described above is completely possible with construct, though a path movement behaviour would make things a little easier...
You would have to (without using a lot of math):
1. create a sprite that is long and thin, like string. set the hotspot to one end and the action point to the other end
2. rotate the object using an event "always > rotate clockwise"
3. create your "ball" object, tell it to stick to the action point of the "string". Give this "ball" object either the bullet or ball behaviour.
4. if the "ball" is touched, destroy the string and set the behaviour ot accelerate the "ball" away.
Now, there are 101 ways of doing that... if you are good at math, you can try something like: (Thanks to Ashley for this next bit)
To rotate an object A degrees around point P:
Set 'distance' to distance(Object.X, Object.Y, P.X, P.Y)
Set 'angle' to angle(Object.X, Object.Y, P.X, P.Y)
Set X to P.X + cos(angle + A) * distance
Set Y to P.Y + sin(angle + A) * distance
Then you can use some more fancy math to make your object fly away on contact with something else...
There is no instant answer, since Construct is more powerful than MMF, there are so many ways to do the same thing... really it comes down to creative thinking and logic/puzzle solving. If you can think of a way it would work, chances are you can make it happen.
For pathing, you could even create several "points" objects that your "ball" follows... going to the first point, then the nest, then the next etc.
Let me know if any of that needs to be explained further... always glad to help.
~Sol