99Instances2Go's Forum Posts

  • No trouble, as long as you understand the issue.

  • You never checked the collision polygon.

    Watch this video from the position that i linked.

    https://youtu.be/JjarEli3o7Y?t=520

  • Code B1

    Add a Family. Add 'object' to the family.

    Add an instance variable 'id' to the family.

    Add an instance variable 'hp' to the family

    Add an instance variable 'my_money' to the family

    Get some code in place that gives numbers to 'id'.

    Add an event.

    Object > Is on Screen

    Family > is on screen

    Object > Compare instance variable > Id = 100012

    Family > Compare instance variable > Id = 100711

    System > Compare two values ... First value = object.hp = Equal to .. Second value = Family.my_money

    Add an action to that event > Family > choose Set X .... X = self.x + 17

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  • Code A1.

    Add a global variable 'how_many_pizzas_I_have' (number) to the events sheet.

    Add a global variable 'my_hp' (number) to the events sheet.

    Add a new new event to the sheet.

    Click the object that you want to move and choose a condition that picks that object.

    Add Another conditions to the same event.

    System > Compare two values ... First value = 'how_many_pizzas_I_have' .. = Equal to .. Second value = 'my_hp'

    Add an action to that event > Click the object that you gonna move > choose Set X .... X = self.x + 5

  • It's all one object. I saw the hitbox and it covered the red beam too.

    In all animation frames ?

  • Use C3, with its improved steps.

    Or, code you own steps in C2 :

    https://www.dropbox.com/s/odkpatpbpu3mi ... .capx?dl=0

    That bullet is going so fast that you barely see it.

  • No plugins:

    https://www.dropbox.com/s/c3mbhaluw9fzn ... .capx?dl=0

    But you might consider LiteTween for smooth movements:

    behavior-litetween_t70700

  • There are a lot of farmer games. But i did not take it as a farmer game from your first post. More as a puzzle. With things only solvable on the right time and visual clues (the weather) when it is the right time. Both in positive way ( there are things that you only can do when it snows) as in a negative way (some things are not allowed when it snows).

    Now that tree would be deep. And certainly interesting.

    2 (day/night) * 4 (weather conditions) * 20 (say 20 objects) + 2 (day/night) * 4 (weather conditions) * 20 (say 20 combination of objects)

    That is what i (personally) got from your first post.

  • I did't play something like that yet. Not going to easy to set up. The logic tree gonna be big and deep.

  • Well i dont understand the question. I have no idea what you exactly want.

    I notice a question (from 30 may) that implies that nothing is placed on run time. I assume this is still true, that everything is set up in the layout. I have no idea if there are objects destroyed and/or created. How can i, you dont share a .capx ?

    So lets walk trough a few scenarios.

    1/ You want to go back to the basic set up, but want to keep global variables as score ...etc. Use 'Restart layout'.

    2/ You want to go back to the basic set up, and reset the global variables. Use 'Restart layout' + 'Reset global variables'

    3/ Things get created and placed in a random way on layout startup. And you want to go back to to exact the same set up. Assuming that later on objects are created that dont belong to the basic setup. Give each object a instance text variable 'backup' and a instance boolean 'base'. Set base to true for the objects that you randomly create in the setup. Set 'backup' to self.AsJSON during the creation of the setup.

    When you want to go back to the randomly created setup .... loop trough all objects. If 'base' = false then destroy that object, else use 'Set from JSON' to 'backup'.

    Option 1 should be enough though. Explain why it is not what you need ?

  • Just add any new post to your other topic.

    That brings it up in the recent topics list.

    Just, plz be so polite to wait like at least a day for reply's, because time zones are involved.

    The forum is a worldwide thing.

    Now. Why do you have no reply yet ?

    I am afraid that none understands the question (i do not, but then again i am not the smartest here).

    Maybe it is time to rephrase the question.

  • This is a (weak) proof of concept that it is (in given simple base example) possible to do it with a rotating Physics object. Just got to do every and any movement with Physics. Or, just stay in the Physics world. Pin dont count as physics, as already pointed out.

    https://www.dropbox.com/s/b4f244k46a58l ... .capx?dl=0

    Then again, if you rotate the world and adjust the angle of gravity, the possibility's are endless. It is just making a switch in the mind and looking at the problem from a different view.

    https://www.dropbox.com/s/y1auwvqi52i24 ... .capx?dl=0

  • Depends on the needs.

    Restart layout

    Restart the current layout. Note that unlike Go to layout, this action resets all event groups to their initial activation state. Global variables keep their current value - they are not reset. To reset them use the system action Reset global variables.

    Recreate initial objects

    Recreate the objects in a rectangular area of the layout as they appear in the Layout View. In other words, this restores a section of the initial level design. Note that this does not destroy any existing objects, so if used repeatedly will create multiple objects sitting on top of each other. Only objects of the given type are created, or alternatively a family can be passed and all objects belonging to that family are recreated.

    Reset global variables

    Reset all the global variables in the project to their initial value.

    Reset persisted objects

    Across the entire project, reset all objects using the Persist behavior to their initial state (as if the layout has not been visited yet). This is useful when restarting a new game from the beginning again.