30FootForest's Forum Posts

  • THANK YOU!!!!!!!

  • Arghhh. I'm hopeless.

    I got the lines drawing independantly, but now if the user changes the swipe direction while the lines are being drawn, the lines change direction in mid draw (and if half the line is finished drawing the opposite end might turn to create a 90 degree angle. ARGHHH!!!

    I just want straight lines horizontallly and vertically - and no odd flippy actions!

    Help!

  • Oh oh. Answered to soon.

    It is a step in the right direction though :o)

    Now the problem is that when you start drawing a new line while the first line is still drawing... the first line stops drawing. (all lines should continue drawing until the ends hit the wall - so there are never gaps between a line and a wall)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thanks a ton!

  • Still a nOOb here.

    I got this to work part way, but it ain't working correctly.

    I want to swipe the screen in an up or down motion and a line will draw from the start of the touch, either horizontally or vertically (depending on the general direction of the swipe) until it hits a wall on either side.

    Once the line has drawn it should just stay that way.

    I should be able to swipe multiple times in either direction while the lines draw.

    My problem:

    I can draw multiple lines, but they all flip in direction when I change my swipe direction. I only want the swipe angle to affect the line that is currently being drawn.

    Capx is here (let me know if this doesn't work - I'm a nOOb at that too :o)

    dropbox.com/s/u0dtzvviphscmeq/DrawLineTest.capx

    TIA

  • Thanks. That helped a lot :o)

  • Thanks. I will try that and report back! :o)

  • First I'd like to say thank you to everyone who has contributed to these forums and the tutorials. I wouldn't have made much progress without the help I've found in your answers to others questions and in your tutorials.

    Now on to my question:

    I have a game where you have to stop sprites before they spawn. So, if you don't act fast the sprites spawn more sprites, and those sprites spawn more sprites,etc - until the screen is jam packed with sprites in which case - game over.

    I'm trying to figure out how to have an event detect that there are too many sprites on the screen. All sprites are solid, and contained within the screen. So they are bouncing off each other, and bouncing back off another sprite, spawning endlessly.

    The sprites are all different sizes, so I can't go by numbers of sprites. I'm currently attempting to record the location of a sprite in an instance variable and every 2 seconds compare the current location to the instance variable - but it isn't working very well (possibly because the sprites are still moving, even if they are just juttering in a tight area).

    Is there a good way to test if the screen is overpopulated with sprites?

    TIA!

  • Thanks. That was the issue. Once I destroyed the intial one outside the layout the numbers displayed correctly.

    Thanks to both of you!!

  • I've tried both and the Text always shows up as 180 even though the sprite is moving in random directions, bouncing off walls into other diretions. It still says 180.

    ???

  • Hi.

    I'm a n00b with this, so please be kind :o)

    I just want to display the angle of motion on a bullet sprite so I can troubleshoot something else.

    So, on the corner of my screen I have a Text Box.

    On a Bullet Sprite (BS) I've got an instance Variable called "AngleOfMotion"

    On my Event Sheet I've got:

    System - Every tick - Set AngleOfMotion to BS.Bullet.AngleOfMotion

    Below that I added the following action:

    Set text to BS.AngleOfMotion.

    But, when I run it, the text shows the initial Angle and does not refresh when the sprite changes angles. SHouldn't it refresh on every tick?

    What am I doing wrong?

    TIA!

  • Tried that too, with no success. I'm assuming I have some wrong setting somewhere. And I've been at this so long I've got a real messy script and no brain left (not that I had much to begin with :o)

    Can anyone help me get this working?

    I wan the MR sprite to face up, down, left or right depending on whether the randomly moving PlayerMR sprite (both sprites are contained and pinned together) is moving up or down, or a left angle or right angle.

    dropbox.com/s/yofafnxa91wwbtp/nhf-animate-angle-diretion.capx

    TIA!

  • Help!

    I'm new to this and I've spent days trying to get the animated sprite (not actually animated - but showing the sprite facing 4 different directions) to display the correct animation/image depending on what direction it is moving.

    I've tried the 8-direction Tutorial - didn't work without the key pressing (which I don't want since it is not player-controlled)

    Tried between angles - couldn't get it to work

    Tried compare to angle - couldn't get it to work.

    What am I doing wrong?

    The sprite for the animation (MR) is in a container with, and pinned to the randomly moving sprite (PlayerMR). The MR has 4 different animations: left, right, up, down.

    Help!

    dropbox.com/s/yofafnxa91wwbtp/nhf-animate-angle-diretion.capx

  • Hi. New to C2.

    I want the user to be able to swipe the screen either in an up(ish) or down(ish) move, and a line will begin to draw where they touched and spread from that point in 2 directions (left to right if they swiped horizontally for example). The line should stop drawing itself once it hits an immovable solid (like a previously drawn line or a block on the screen).

    Can't figure this out.

    Help!