99Instances2Go's Forum Posts

  • This is not meant to solve you problem. Mainly because i dont understand the full problem based on a little snapshot of your code.

    This is purely meant as a small-little-teeny-weeny showcase to promote the use of timers. To show how easy they are to manage, they never miss, they are a personal clock for each instance. They are allready a 'once while true', so animations are so easy to start. They are basecaly just functions that you call when ever you need to. They are easaly set up to call/stop each other, therefor easy to make a full and automatic running circle.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74WmpvMEhXdTJNN2s

    Hope this helps you some.

  • How do you destroy a tile ?

  • CapX does not open unless i install some cocoon ad plugin. A plugin you used. Wich is fine, for you.

    I just dont feel like searching for it, .... to install it. Sorry.

  • Dont feel for searching for that cocoon plug in. Sorry.

  • You can do it with a 'wait' action. (I would never).

    Make a local variable 'TimeToFight'.

    Add aCharH to 'TimeToFight'.

    Wait 'TimeToFight' seconds.

    I did't test this, but it works in my head.

  • You have the expressions sprite.count and sprite.pickedcount to compare, for this.

    First you make a pick by comparisation condition. Expression will be Sprite.Bullet.Speed. Object = that Sprite.

    Now it picks all those instances who's bullet speed is zero.

    Now you want to know if they all have a zero speed. Just check if they are all picked.

    A sub event Compare two values. Value 1 will be Sprite.PickedCount, = , value 2 will be Sprite.Count.

  • Dont be embarrassed, happens to everyone.

  • newt, that is new to me. So far all my wallclocktimes been real time ?

  • That aint gonna work anyway if the function gets called multiple times in a short time. What will happen is this ....

    Lets assume the wait is 1 sec, and the function gets called each tick.

    at zero time :Call 1 ... thing waits 1 second

    one tick later : Call 2 .. thing waits one tick + 1 second

    one tick later : call 3 .. thing waits two ticks + 1 second.

    Or, it will wait 1 second, and then fire them all with a wait of 1 thiCK.

    Much easyer to use a timer.

  • Better change to mouse if you only use it only on pc. 'on object clicked' & 'when button is down'. De question is differend.

  • You can timescale only the moving objects with 'set object time scale'. That way the system is not effected. Timers still can be used when the behaviour is attached to a non t-scaled object.

    Or make you own clock based on the expression wallclocktime.

  • You have to use the Touch for other things than dragging the screen arround. Have that in mind.

    I prefer instance variables for this kind of stuff. Easy to make global, or copying arround on event sheets. Therefor i prefer this way:

    https://

    drive.google.com/open?id=0B1SSuCVV8v74WXJNYzFYUlNJTDg

    Works for mouse and touch. It also does not need a inverted touch to cancel out things.

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  • Snap to edges would be nice. And i would like scaling.

  • You can never invert a trigger.

    Its a 'fire' thingy. When it happens, it throws kinda a fit at your events, and that trigger runs its actions independend from where you have coded it in the list of events.

    The invert would be 'when it not triggers' and that is the same as 'on every tick' + somewhere random in the list of events. That makes no sense.

  • Use the condition 'on overlap with', spark in an action.

    Use a second and inverted 'on overlap with', un-spark in an action.

    Probaly combined with a 'once while true'.

    You can not invert the trigger 'on collision'.