99Instances2Go's Forum Posts

  • I should not speculate without seeing your .capx. Therfor..., are the S_BLOCK3 solids ?

    The every thick is redundant, it is just a cosmetic thing to make the code more readable.

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  • As PixelPower points out, all you need is this:

    https://drive.google.com/open?id=0B1SSu ... DNrcEJmY1k

    If you dont want the Default Controls for left and right, set that property to 'no', and create your own keys.

    You have to anywayz on mobile.

  • ty

  • The 'on drag' picks. It selects the dragged object.

  • I am a bit puzzled here.

    I always thought that changing the gravity of one object does not change the gravity of the other objects.

    Apparently, it does, change the gravity in one object and you do for all objects.

    As shown in this capx:

    https://drive.google.com/open?id=0B1SSu ... 25zZkRiQWs

    But i dont really like that idea. I like things to be consequent. Pick an object and the actions run on that object only. After all gravity is no more then a force as all forces.

    So i wend to chipmunk.

    https://drive.google.com/open?id=0B1SSu ... jlON3VQMkU

    To my suprise, it does the same.

    So i have two question, if that is ok.

    1/ Why is it logic that there is only 1 gravity? There is probaly i good reason that i cant find.

    2/ Why does the red object in chipmunk waits with falling until it is touched by another physics enabled object ?

  • Because it is also not 'enabled'.

  • Well i am totaly wrong. You made me doubt myself.

    Look at this:

    https://drive.google.com/open?id=0B1SSu ... 1A2d3BSRG8

    If you change the gravity of 1 object, you change the gravity for all objects.

    I apologize for saying dumb things (again).

  • The paddle gets pushed away by the weight of the green things.

    With its gravity set to zero, it will not fall. It will not feel its own gravity.

    It still feels other objects pushing.... feel forces that other objects apply to it.

    It does not feel the gravity of the green things, it feels the weight of the green things caused by there gravity.

    W = m * g

  • The gravity of the green boxes is not set to zero. In fact, it is set to 10 in the layout startup. Wich is perhaps to much too.

    Each object has its own personal gravity. Each attached behaviour has its own properties. Its is not 1 3D world.

    If you pick out 1 of the green things, and set its gravity to zero, then the others will still fall.

  • The Keyboard 'Space event is down' ads some counterforce to soften it all some, when you release the things. It might need some adjustment. Else those things jump everywhere if you push the paddles back.

    And yes, 'Space is not down' works against the gravity force. Its just pushing against the falling things. They fall due gravity. Thats was key and a demand in your question. Can rotate those paddles in easyer ways. You wanted it done by physics. And that got me curious. Just like you, i am here to learn by trying to solve other poeples puzzles.

    Regarding the big numbers. Its is a bit like in real live, if you only apply torque, you need a lot of force. Try closing a door by pushing close to the hinges.

    I did't choose those numbers by logic. I just made them big enough to push against the against the gravity, by try and error. To be honest, i did't gave it that much time.

    I just mimicked real life physics.

  • Here is a capX that works nicely.

    https://drive.google.com/open?id=0B1SSu ... ThyM0JFb0k

    It will not work in an 'on start of layout' if you created the objects in it & tried to pick them also there also .. in the 'for each loop'. But that has nothing to do with the audio plugin. You just cant pick newly created objects before the next top-level event.

    It wil not work if your sounds are in the 'music folder'. See browsers limitations in the manual.

    https://www.scirra.com/manual/109/audio

    I used a timer to hear the sounds individual and to stop/start them in one event. The wait action is not a good option. For the same reason i gave them tags.

    Click an object to start/stop an engine. Press numpad 0 - 3 to choose a 'car' to be able to steer it.

    Hope this helped you some.

  • Save it as a single file (= .capx). Post the resulting file.

  • I beleive this is the logic that you are looking for, staying on topic regarding the question.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74dTJwQXRKNWxoX28

    Beyond your question, as Paradox states, a turret works fine, just have to cage the 'on shoot', or set the firerate so it shoots once in an hour.

    A little bit further then the question. I suppose this is an embrional part of a much bigger game system. Maybe at one point you need to dedect obstacles between the families, or even members of the same familie are obstacles to each other. Then a turrent will not be the solution.

    In that last case is you original plan (when implemented right) easyer to expand with new rules. Or you migh choose allready now for Lign Of Sight (with its specific problems and workarrounds)

    Hope i helped some.

  • How do you currently let them make sounds ?