99Instances2Go's Forum Posts

  • You will never get a timer in sync with an animation. Useless to try.

    If you want something to happen on the end of an animation, then set the animation in 'no loop'.

    Use the 'on animation end' trigger to do wath you need at that time and restart the animation. Now the animation loops and you can use the triggers as timers.

    If u want to change in animations (by inst. directions changes) to happen after the previous animation ended, not during. Then record the need to change in a variable. Something like 'on key pressed' set variable to 'number of key pressed" Add to the trigger 'on animation end' an event that compares the variable. Reset the variable in an action, change animation.

    That are the two things that i can understand out of youre incomplete info. Did i understand it wrong, then write exact what you want the sprite to do when what is triggerd.

  • rexrainbow

    We all know the main annoyances. (I did not use the word problem)

    1/ The Forum is filled with poeple asking for assistance with de Selected Objects List.

    2/ Most beginners (including myself) have a hard time with understanding the relation between subevents and a previous made Selected Objects List.

    3/ Most beginners (including myself) seem to have troubles with visualizing the Selected Objects List after a pickevent and wich objects will be passed to the actions.

    4/ Most beginners (including myself) seem not to understand the difference, in relation to picking, between system based comparing and object based comparing.

    5/ Most skilled forum mumbers seem as they gave up on answering the same question over an over again.

    This is a very good example: forum/is-this-a-bug-in-construct-with-or-statements_t170213?start=10

    Its is my sincere understanding that those annoyances can be solved by a (optional: you bring it in the layout or not) dictonary holding the SOL. Debugging would be a lot easyer for beginners. The learn curve would be a lot flatter. And it can be a big help with advanced picking.

    I know that this is totaly no issue for the skilled people. But. Think back at your first days with Construct. Even when that were the Classic Version days (like in my case).

    Hope i made my point, not gooing to nag more about it though.

  • https://

    drive.google.com/open?id=0B1SSuCVV8v74djIyNjJnejRRU3c

  • famousgnu6 All true. Except.

    Needed, when you use it as a loop without prior picked conditions to run trough instances.

    And that is what is happening here (i suppose, i see no CapX)

    For each "turretBase" --> system create object "turretGun" at layer enemy1 and at ImagePoint turret.ImagePointX("Gun")... and the same for X.

    LudvigMarten

    So, what you coded is a loop. (if u used system > create/no containers) It repeats turretbase.count times. Each time it creates an object 'turrentgun' on the position turret.ImagePointX, turret.ImagePointX.

    There are 3 objects in there. One and only one 'turretbase' in the picklist. The object that gets created by a system > create does not need to be in the picklist. Obvous, it is new. So 'turrentgun' is fine. The object 'turret' on the other hand is not picked. The system does not know that you need the 'turrent' that goes with the 'turretbase'. In fact, it works, (it makes turretbase.count times an 'turrengun' on the same place), but not as you intended. Ofcours, that is differend if you mean turretBase.ImagePointX/Y.

    Easy way is just:

    Condition > for each > turret / action > spawn object > turrentgun at imagepoint (name or number), layer as you wish. The imagepoint is now the imagepoint (by name or nr) from that one picked 'turret'.

  • I d'ont see an issue. Must be the beholders eye.

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  • Just an idea

    https://

    drive.google.com/open?id=0B1SSuCVV8v74Rll5cktQcGR1Skk

    But, you have to finetune it yourself.

  • https://

    drive.google.com/open?id=0B1SSuCVV8v74aFdjWXRwUEtMaFE

  • Works fine ?

    https://

    drive.google.com/open?id=0B1SSuCVV8v74Sm1STmIzQmVsVVU

  • add a Global Variable xx = 0 (number)

    add a Global Variable yy = 0 (number)

    Direct after a key trigger condition: (or every tick, as you wish)

    add action > system > set value xx to player.X

    add action > system > set value yy to player.Y

    Then make the move as you allready do

    Then

    add condition > player is overlapping walls (because that would be an illegal move)

    add action > player set postion to x = xx / y = yy

    And read to manual about variables.

  • That question is flawed. Truly random would also mean 1000 times arround de circle and 9 times arround the blok.

    What you draw is not random, its biased. Luckely that makes it easyer to do. You just need the path to be calculated in differend ways, and having the same amount on succes. The easy way could be this way.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74QklEZ3dMM1prc0U

    But then better balanced, i lost my patience with myself.

  • It does not fall through the solids. It gets pushed through the solids by the move and rotate commands.

    Would you use the controls that go with the behaviour (in your case the platform controls) this would not happen. Since you have the 'default controls' set on 'no' that would be the 'simulate actions'. The Platform controls will not push an object through the solids, because, well, they belong to the behaviour. Thats how its made, and why its made for.

    A car that automaticaly stops for obstacles, (thats a behaviour: it scans the road and will use its own brakes) will get pushed through by a big truck behind it, because the truck does not belong to te cars system.

    So, in youre case, the Platform is not usefull. Since you want 'grid movements', And the Platform is not suitable for that. Just because you cant use its controls, there is no gain in using the behaviour.

    I suggest:

    1/ Dont use the Platform.

    2/ Code youre own falling movement (change Y every tick, dt corrected).

    3/ When a key pressed, first store the current position of the players in variables.

    4/ Then make the move or the rotation.

    5/ Then check if that move is possible by checking overlaps with walls and allready fallen blocks.

    6/ If the move is not possible, fall back to the stored position.

    7/ Spawning will happen on the collisions.

  • WOW! that capX. 340 Mb. Takes a while to open. Sounds as a warning ? It is. Curiosity killed the cat (me).

    I am afraid there is a problem in the 'Spriter Plugin", but what do i know ? It is (in my opinion) virtual impossible to find ONE cause for the many errors in this capX.

    I really hope for you that there is a better way to handle so many bitmaps in so many differend sizes. Because the project looks AWSOMME. It should be finished.

    May i suggest you take this to the forums. No, may i plz ask you to take this to the forums. There must be someone who knows how to handle this amount of bitmaps in a better way then loading them all at once.

  • double, sorry

  • There is no way to keep fast objects on track in heavy ticks. Lets translate 'heavy ticks' to 'low dedection rates'.

    Remarkable is that the system that calculates angles gives up before the collission dedections give up.

    So, anyway, the objects will indeed fly all over the place in heavy ticks. WITH the current calculation of dt. A correct calculated dt will not change that, but at least 'time' and its expression will be the right 'time'.

  • If a correct time is realy importand then "for every x seconds" will not be trustable. This is true.

    Its no bug, it is intended to be able to pauze the game. That is why time has a dt factor by default. If i have to choose, i choose for 'able to pauze'.

    On the other hand, there are workarrounds.

    1/ Or you use wallclock to code your own time.

    2/ Or you can use the timer behaviour to trigger, and timesscale only the object with that behaviour attached.

    3/ You can also try to convince R0J0hound, because this dude has the skills to make u a wallclock based time plugin.

    The comment about 'teleporting objects' i have to figure out myself, later today.