99Instances2Go's Forum Posts

  • To turn off collision cells, you just make a event that 'disables' it by 'not playing nice to its rules'.

    (according to my knowledge, and if interpret the rules correct )

    Object1 is overlapping Object2 <------- will use collision cells

    ______ Actions .......

    Object 1 is on screen <--- will exclude Object 1 from the collision cells (or any other pre-pick condition)

    Object1 is overlapping Object2

    ______ Actions .......

    See Ashleys blog.

  • ^^^ I like that more than 'unbound scrolling'.

  • Let's make the bus front headed down. Now we have front part of the bus heads down which is make the rear heads up mean while the background still scrolling up. We get our bus moving backwards! After all it's all about relative position and how we dealing or make use with it.

    Cant do, says the devil on my right shoulder, that will change angle and/or distance towards the mouse/touch, and therefor make 'the bus' move.

    Perfectly possible when using 8directions, or probably any other way that i can think off, just not when steering towards the mouse/touch. (i think ... means i am in doubt, means i dont see how)

    Hey ? I am not arguing, not seeking you, not attacking, not interested in my own wrong or right. Rather seeking dialog.

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  • Scrolling up supposed to has impression that player moving upward. Assume that the sprite player is a bus. So it won't make sense when the bus stop mean while the background still moving (scrolling). Try to put static object to get how the movement feeling is. In SHMUP case the only reason main ship moving down is slowing down the speed and not completely stop.

    Oh i agree. When 'not moving' it should still act as it is pinned to the background.

    But that brings 1 little annoying problem.

    He/she moves 'the bus' toward the mouse/touch position. That is of course perfectly legit.

    But, and that is the problem, the mouse/touch should also act 'as pinned to the background'.

    And i have no darn idea how to accomplish that !

  • Just double.

    Adjust this way

    velSprite + ( ( ((1 + (sin (4ngle)))) / 2) * velTilemap)

    Where velTilemap is the speed of the tilemap. Or, experiment with it to your liking.

    Up will be always velSprite.

  • You can use 2 tilemaps to represent ISO.

    https://www.scirra.com/tutorials/4835/isometric-tilemap

    And, you can translate tiles to sprites and sprites back to tiles to improve performance.

    https://www.scirra.com/tutorials/9368/x ... -2016-capx

  • In the action Sprite > 'Set Animation' you can choose from 'current frame' in stead of choosing from 'beginning'.

  • use int(Dictionary.Get("jump"))

    Or add a number, not a string, to the dictionary.

  • Then you use Timer behavior for timings & Lerp to directly animate the opacity.

    Or Timer behavior for timings & 3th party LiteTween behavior to directly manipulate the opacity.

  • -no, animPlayer_2 is only pinned to player_2.

    Then that is your problem. You dont pick the player_2 that belongs to animPlayer_2.

    Can pick it by PinnedUID, i think.

  • It captured those that escaped the logic. And i could not wrap my head around why they escaped the logic.

    The browser plugin logged the speed (bring up Chrome's console) for those that escaped me .

    Console is a window to what happens in the core. Best debug tool ever.

    Then i wend outside, in the cold wet air, for a smoke. And it dawned to me.

    Never think you are the only struggling scripter. Just keep gooin.

  • I have no idea what 'landedState' stands for. And how you set or unset it.

    I have no idea if you change the animation when it lands on a platform.

    I have no idea if you have player_2 in a container with animPlayer_2 , so picking one would pick the other.

  • Dont really understand why it works at all. On collision the squared speed should be close to zero.

    I dont know how many VulneraBox's you have.

    Assuming there are more then one ....

    I would:

    Give the VulneraBox a instance boolean 'CanCrush'.

    VulneraBox > Compare velocity ... overall velocity .. > .. 400

    _______ VulneraBox > Set boolean 'CanCrush' .. true

    VulneraBox > Compare velocity ... overall velocity .. <= .. 400

    _______ VulneraBox > Set boolean 'CanCrush' .. false

    VulneraBox on collision with TM_box

    VulneraBox > Is boolean instance variable set ... 'CanCrush'

    ________TM_box > destroy

  • Do it simple:

    https://www.dropbox.com/s/ctefw1x1zrzkx ... .capx?dl=0

    The layout's Unbounded scrolling property must be set to Yes, if you want it to shake on the sides.