99Instances2Go's Forum Posts

  • Funny, was experimenting with the same thing, last week.

    https://www.dropbox.com/s/66dboem8k5ux2 ... .capx?dl=0

    Share yours too ?

  • Not to mention, doesn't a family cause everything to happen to every object in that family?

    Obvious not. Example would (and 99,6% of other c2 projects) not work. Example is offline. Call me when you are ready.

  • 99Instances2Go Wow, that simple? Amazing!

    I'm going to implement it right away.

    No, i forgot to return to normal speed. Very sorry. Click to destroy one (i suppose they get killed in your scenario)

    Updated:

    https://www.dropbox.com/s/i8jolmh667vqs ... .capx?dl=0

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  • Did you use > Browser > console > log > alert ? Maybe ?

    Got to use > Browser > window > alert

  • I have a problem *g*I want to make (better say, try) a small project - like the "Free Fall" games from Disney (Cinderella-, Maleficent- and Frozen-Free Fall) or Monster Splash or Fruit Link or anything like that - where you have to combine 3 or more objects of the same "color" -> they will destroy -> new objects appear, etc. (I think you will know games like that *g*)

    There is like nothing in that capx.

    There is no destroying, no free falling, no new objects appearing.

    Not even the graphics for 'new objects' present.

    No rules that can lead to combining a certain amount of a certain colour into a certain new object.

    Sorry, i can (no one can ?) show how to 'undo' something that is not 'do' yet.

  • Just need to center a specific tile in the middle of the viewport.

    https://www.dropbox.com/s/jblvvxwicuy4y ... .capx?dl=0

  • Running the provided capx. (gosh why would one do that !). No ICC. profile.

    Exactly the same.

  • If you are up for a more performance , lesser code, more clear ... solution. But with a plugin. Yes, then i have an idea.

    https://www.dropbox.com/s/5o7zzhid8iiq1 ... .capx?dl=0

    plugin: plugin-jcw-trace-raycast_t172320

    I you can use families, it can be done with LOS too.

  • .... "I have 3 different objects" .....

    Is it necessary? They cant be instances of the same object ?

    Do you have access to families ? (payed version)

    Using families it is easy:

    Example = offline

    It will work the same way using instances. A 'family and its members' is the same principle as a 'sprite and its instances'.

  • Both are exact the same colour on my monitor.

    Question. Do you have a colour profile enabled? Or, do you have something like f.lux running ?

    https://pcmonitors.info/articles/using- ... in-windows

  • Thank you Sir for figuring that out and for the following up BUG report.

  • On second thought. I can not wrap my mind on that question. What you do/want is this (illustrated) :

    We stand on the side of a loch. You say: go as close as you can to that point in the water on the other side. But dont get wet, avoid water.

    I take look at the map. Loch Lomond. Loch Morar. Loch Ness. That is gonna be a serious walk.

    After 3 hours, i am there. Now you say, jump into the water to where i said that you should end the journey. So, i jump.

    But now i am wet. So i stand there in the water.

    Now you say: go as close as you can to that point in the water on the other side. But dont get wet, avoid water.

    Eh? I should have taken a boat. But then i have to avoid land.

  • There are mistakes in there. Yet, it comes to that point that the function is called. Browser log actions right before that function call do log in the console, but the function is not called.

  • 1/ Of course. Use two tilemaps. 1 for the show. Erase the tile in the base tile map, set the tile in the show tilemap, find path, when path found, set the tile in the base tilemap, erase the tile in the show tilemap.

    2/ Yeah, do as above, find path to mouse.X and mouse.Y

    But that is not gonna work for tiles that are surrounded with other tiles. Because they are obstacles. I have no idea if you have surrounded tiles. So you need 3 tilemaps.

    1 to mark the border tiles, leaving the surrounded tiles errased, use that as obstacle map.

    1 to fill the surrounded tiles.

    1 as a temporary to move tiles, that are obstacles but that you dont want to be obstacles, to. And back again.

    Alternative, once they reach the second last index of the points in the calculated path, just move them to the stored mouseX/mouseY

    But that is so way off from what you wanted in the first place.

    So, or adjust the tilemap so a path can be found. Or, make the last move a straight move to the mouse.