99Instances2Go's Forum Posts

  • Take a look at this exellent solution:

    Updated my sample (first page) with better optimization.

    Also made interactive version from R0J0 example: pathfind_drag.capx

    All in here :

  • Thats is because you should lerp from start postion to end position. Now you lerp from a in-between-position to the end position. Sprite.X or Self.X is constanty updating. You create a Zeno paradox.

  • The bullet in this .capX has a speed of 12000. Yet this bullet (practical) dont miss a collision with an object with a size of only 40 pixels.

    https://drive.google.com/open?id=0B1SSu ... zdnV2tyd1U

    You can make it the player easyer of more difficult with the allowed difference in the angles.

    I corrected for the size of the object with an imagepoint. Anyone one knowing a automated way to correct to the size of turrent.target, could you tell me ?

    What do you guys/girls think of this solution ?

  • If it returns a '-1' and this 'do a thing' includes actions that are supposed to work on that object that a '-1' returns, then non is picked. But i can not now that, you did't give that info.

    To avoid this, you better make use of a function. Functions pick from scratch, they forget the previous picked objects. So the logic would be something like :

    (variable) 'Checked' = 0

    (variable) 'YtoCHeck' = the height of the tilemap cell / 2

    while

    'checked' = 0

    -------------------Call function"CheckEmpty" param(0) = 'YtoCHeck'

    if returned param. > 0

    ------------------ add cell heigh to 'Ytocheck'

    else

    ------------------ checked = 1

    ------------------ Do youre stuff with x = player.x and y= 'YtoCHeck'

    On function "CheckEmpty"

    Player is overlapping tilemap at Y = param. (0)

    ---------------------set return parameter to tilemap.pickedcount

    This should stop because you have a floor. Or you can cap it to 6 as you desire.

  • Moving platforms ? Make a new project, scroll down to platform template, is coverd in there.

  • Your .WAVS are probaly not 16-bit PCM. But 32-bit PCM S24 LE or something like that.

    A WAV file is a container and can have many codecs.

    Convert them to the right format first.

    (by instance here: http://online-audio-converter.com/ convert to WAV on 'good')

  • Or use this event balancer.

    http://c2rexplugins.weebly.com/rex_eventbalancer.html

  • Sure you can, like this

    https://

    drive.google.com/open?id=0B1SSuCVV8v74WWdkLUZGZ3dDLW8

  • Hehe, worked on this, came back and found a more elegant solution then mine.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Send your capx, and i will implement. You should have done that in the first place. : )

  • I choosed for lazy coding ( = no calculating positions, no arrays, and a lazy flow)

    Most of this code is making sure that they spawn on random positions, but not on the same place

    + making sure each number is unique. Take that out, and its gets really simple.

    The number shown is not the actual number, wat it shows is just a little trick to include negative numbers without much hassle. (= lazy coding too)

    But, you know, be able to code in the most possible lazy way, that is the strenght of c2.

    https://drive.google.com/open?id=0B1SSu ... 3VNV1ZUOTg

    Be free to ask.

  • Can still use Cantor pairing.

    I would like a cantor plugin.

  • Tokens are nice to work with though.

    variable(text) = str(n1)&"//"&str(n2)&"//"

    n1 = int(tokenat(variable(text),0,"//"))

    n2 = int(tokenat(variable(text),1,"//"))

    r = random(int(tokenat(variable(text),0,"//")),int(tokenat(variable(text),1,"//")))

  • How are both sprites shaped ?

  • I suppose the S_PLATFORM is the players ghost, with the platform behaviour attached.

    The platform behaviour will not allow the ghost to enter solids. To do that it has a 'push out of solids' mechanisme build in.

    As a result.

    The "on collision with" wil trigger (only once) on that one little moment that the ghost lands.

    And probaly also one little moment when the player walks in it from the left or the right.

    The 'on overlap with" can not happen.

    You have to use the 'is overlapping at offset' condition. With x = 0 and y = 10. Kinda.

    I do not advise you to use the 'move forward', rather simulate the platform keys for left and right. With adjusted speed properties. The 'move forward' can lock you up in solids.