99Instances2Go's Forum Posts

  • When it is top-down and using a tilemap, the speed of a moving object is directly linked to the tile id on a certain position. Use the tilemaps's translations from position to tile index to find the tile id. Use the found tile id to influence the speed.

    You want a beter explanation, provide better info, best info is a capx.

  • What stepping mode do u have ?

  • You can not write numbers on the axes, unless they are exact. You cant show math & at same time be mathematical incorrect. Like not done, but you of course do what you like.

    If you want to be mathematical correct, then those curves can not all 'show something interesting' on the same scale.

    If you want to show 'some interesting curve' that is also mathematical correct for all those very different formulas then you need a better scaling. Dont feel like figuring that out myself. Up to you.

    https://www.dropbox.com/s/rv2vwd9rhn0hn ... .capx?dl=0

  • I dont understand why you want it difficult by not drawing around the (0,0)

    https://www.dropbox.com/s/ptd5o0qy95664 ... .capx?dl=0

    x = the counter, nothing else

    y = the function solved for only that x

    You need to build in a scale-factor, as i did with scaling y.

  • You can not combine physics with other behaviors.

    https://www.dropbox.com/s/ecfetra2nwc9f ... .capx?dl=0

    Carefully read the property in the manual.

  • On two places.

    1/ the time when starting the timer

    2/ in the lerp (event 18) ----> lerp(Player.startX,Player.destX,Player.Timer.CurrentTime("go") * 5)

    The lerp factor (that Player.Timer.CurrentTime("go")) must count from zero to 1.

    Whit the timer counting to 0.2 (in my example) you must multiply the counter with 5. Thats is why 5 is there.

    If you start the timer with a time 0.5 it has to be Player.Timer.CurrentTime("go") * 2

    If you start the timer with a time 2.0 it has to be Player.Timer.CurrentTime("go") / 2

    So in general it is 1 / the timer time.

    How less time you give it, how faster it runs. This is already FPS in-depended. NO dt needed.

    You see ?

    Another thing. This 'set position' in event 20 is very very important. Else (because positions are like 3.333333) the little math errors will stack up, and you will run in the walls. That is also why it is difficult to make a bullet work. A bullet depends on sin and cos, hence numbers like 1.4584984949494949, and the grid is an exact multiply of 32.

  • I see no issue ? As long as you dont set the 'repeat to' property.

    https://www.dropbox.com/s/cdooe1b0h4zy4 ... .capx?dl=0

    If you need the animation to end on the last frame, set that frame under the 'on animation end' ?

  • Turrets use bullets. So, its not in the bullet that it happens.

    Easy way is to spawn a turret, and let the turret fire a bullet. Unless you want some kind of heat-seeker.

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

    Accuracy, or rather dis-accuracy, depends on bullet speed and the pixels/tick you rotate towards.

  • Moving on a (your) grid + move restrictions.

    https://www.dropbox.com/s/g581enxh3nklb ... .capx?dl=0

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  • I have no idea what you exactly want to do ? Someone will help, if its known whatcha try to do.

  • As Momio said, solids of one object demands the behaviours of another object 'to here' and 'not further'. Those behaviours are :

    8 Direction, which is blocked by Solids (An object with 8 direction, another that is solid)

    Bullet, which can optionally bounce off Solids (An object as bullet, another that is solid)

    Car, which bounces off Solids (An object as car, another that is solid)

    Line-of-sight, which by default has line-of-sight obstructed by Solids (An object with LOS, another that is solid)

    Platform, which can land on Solids. (An object that is platform, another that is solid)

    Pathfinding, which by default uses solids as path obstacles. (An object with pathfinding, another that is solid)

    So, you have always a pair. Solid on one object, a behaviour on another object. You break that basic principle by not pairing a behavior in one object with a solid in another object.

    Besides that, a platform can got trough a solid with the Jump-thru behavior.

  • I saw an easy 'laser' in your previous posts. This 'flame shape' is pretty irregular.

    If i might advise, make different animations for different heights. And set a reasonable max on the amounts of possible heights. You can name the animation in a way that you can refer to the heights with str() and int(). That way the amount of code does not run out of control.

    This is 1 investment in not that much time to be able to happy coding for the rest of the project.

  • If I use a tiledbackground I can't animate it, that's the problem. If I make a sprite I can't stretch it and make it look good. There would be way too many different heights and positions

    You can animate a tilemap. Just set the tiles in region to tick % n .. where n = count of frames (as tiles).

  • Example for instance variables ? They are pretty basic.

    https://www.scirra.com/tutorials/search ... 0variables