99Instances2Go's Forum Posts

  • With this plugin, you have expressions representing the max/min value, without having to sort.

    Also, filling the array is awwsome simple.

    On top you can make/delete an array, and therefor have not to worry about the dimensions.

    Just a suggestion.

  • Have to pick spider that goes with the box. 1 way to do this is use containers. But that means also that you have to create spider & box during runtime.

    Another way is to just give spider & box a identification number (or string). Those with the same identification number are a pair.

    Like this:

    https://www.dropbox.com/s/wod7r8c939bta ... .capx?dl=0

    I gave spider & box an instance variable 'ID'. In the layout editor i gave them matching numbers.

    Now, if you pick one, you also pick the other.

    As in event 3, where i pick each box, and at the same time the spider with the same ID as the box. Now the right spider gets set to the position of the right box.

    As in event 20. Where the 'on collision' auto picks a box. And i pick the spider with the same ID. The action of the box is updated, and the mirroring of the spider with the same ID is updated.

  • I think the easy way is to it let make the index by it self. To do that use Array > action > Push.

    If you do that, you have 2 options.

    Option 1: Start with an empty array. (dimensions 1,3,1). To let it fill the array with an unlimeted amount of mouse coordinates.

    Every tick

    Action > Array > Push ... X axis .. value dont matter ... front

    Action > Array > Set at XY > X=0 .. Y=1 .. value = Mouse.X

    Action > Array > Set at XY > X=0 .. Y=2 .. value = Mouse.Y

    Now the array fills, with the latest coordinates at index X=0

    Option 2: Suppose you want to store a limited amount of mouse coordinates. Lets say 2000. Then you start with an array with dimensions 2000,3,1.

    Now.

    Every tick

    Action > Array > Push ... X axis .. value really dont matter... front

    Action > Array > Set at XY > X=0 .. Y=1 .. value = Mouse.X

    Action > Array > Set at XY > X=0 .. Y=2 .. value = Mouse.Y

    Action > Array > Pop > X axis ... back.

  • It is a nice plugin. I suppose the warnings exist due the shady host. Because once downloaded i feeded it to many viruscheckers, with no warnings as result. Can someone check that?

    Because it is a nice plugin, i host this version on my own google drive. For everyone to try out.

    https://drive.google.com/open?id=0B1SSu ... ElucWpubDg

    I hope X3M does not mind, till he has 500 reputation. Then this post will dissapear.

    Best greetings.

  • Invert is a toggle. It is 1 or 0. Invert or not inverted.

    Since 50% inverted does not exist (yes it does in your mind, that is why your mind is so beatyfull) there is no tweening possible.

    You can ofcourse dissolve from not-inverted-state to inverted-state. But even that can not force the inbetween steps to make any sense. Then again, if no inbetween step can ever make sense, we can just feed something nice to the eye. In video i would probaly go for a dissolve that blends in a linear color space, or a soft circulair wipe.

    This is an example of just dissolving from one state to the other.

    https://www.dropbox.com/s/n7bpvdgvario9 ... .capx?dl=0

    Hope at least you have something at the way how i use a timer.

    Greetings.

  • Nice, it is exactly what i said.

    "As part of the Hunters bullet property sure to set the Hunters Set angle to no."

    Against

    "I suppose you move them with a behavior. Most behaviors have a propertie that dont allow them to change the angle."

  • Gonna be something small as a little type error in the animation name.

    Or, you dont have an instance of the player laying arround in the layout borders eh ?

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  • Works flawless:

    https://www.dropbox.com/s/amnlo2ffswuj9 ... .capx?dl=0

    Pure awsomeness.

    You must be changing the angle somewhere else.

    Alternative: use a 'helperobject' and pin the sprite on it (only position) as a cosmetic surface.

  • Make the Heroe's global (in there properties).

    Now them and theire instance variables survive layout changes. No need to spawn/create them in every level.

  • I suppose you move them with a behavior. Most behaviors have a propertie that dont allow them to change the angle.

  • Place a 'Immovable' ground under the green one. Set it invisible if you dont like to see it.

    Only the ground = 'Immovable'. Do not set gravity on zero.

    To move them you should stay in the 'Physcis' world. Means, applying forces.

    Got to follow some physics tutorials.

  • Drop a reduced capx showing the problem.

  • Do you know how to have more conditions in 1 event ?

    As done in those events:

  • It is the same as this:

    https://www.dropbox.com/s/f2wchbo8uvvjz ... .capx?dl=0

    The 'every' is obscured from the 'tick'.

  • The 'for each loop' is done and over before 'every X seconds' can kick in a second time.

    It is not the picking.