99Instances2Go's Forum Posts

  • You did not have a creation/spawn interface at all, nor any actions that spawn/create.

    The way you use that tilemap is a no no.

    I have no idea what you want to do. So i played with the project. Showing picking, containers and instance variables.

    https://www.dropbox.com/s/a8ym63f7lkanm ... .capx?dl=0

    I learned from the passed that nothing happens with this sort of examples. But hey, thats fine to.

    The basics are simple tough.

    An event is one piece of conditions and actions.

    The actions run if the conditions are true.

    The actions run on the objects picked by the conditions.

    Actions that address an object that is not picked by the conditions, run on all instances of that object.

    Sorry, i cant help you skipping all the basics and advance in 1 step from nothing to a super advanced user.

    I still call myself beginner.

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  • Pin does not have an image point where they are pinned. That´s a bit problem in some cases.

    Position the sprite, then pin. That is the rule.

    To move a sprite to a position in a way that its (any) imagepoint will be on that position ....

    Say targetX and targetY are the positions to move to.

    Say the to be moved sprite has 1 ImagePoint with position (expression) sprite.ImagePointX(1) and sprite.ImagePointY(1)

    Then set the sprites position to ...

    x = targetX - (sprite.x - sprite.ImagePointX(1))

    y = targetY - (sprite.y - sprite.ImagePointY(1))

    Then pin.

  • No, of course it is the same sprite (instance of a sprite).

    Need more help (from me) you got to drop a capx. In base it is simple, just pick the right mill. There most be something on screen that tells the user wich mill he is moving. The same goes for the code.

  • Give the button a instance variable 'state' ... lets make it a string so we can do it with one 'state' variable.

    States are "None", "Hover" and "Clicked"

    I assume the button is a sprite and you gave them 3 animations, "None", "Hover" and "Clicked"

    Clicked should have at least 5 animation frames.

    Now.

    On touched Button

    state = "None"

    ........ Set state to "Hover"

    ........ Set animation to "Hover"

    Else

    ........ Set state to "None"

    ........ Set animation to "None"

    On taped on Button

    ........ Set state to "Clicked"

    ........ Set animation to "Clicked"

    On animation "Clicked" ended

    ....... Set animation to "None"

  • 'molinor..' is unreferenced in the picking. Unreferecend means that there is no condition handling any 'molinor..'. Therefor the action adress to all 'molinor..'. They dont dissapear, they just move to exact the same location.

    I dont see youre layout, i dont know what one 'molinor..' difference from the other. Cant advise on what bas you can pick them. You should know on what base. Just add a condition that picks the right 'molinor..'.

  • I suppose you have the forces right. Wich in my head is not that easy. You have the lift force, a vector 180 degrees on the gravity vector. And the force that make it move, vector aligned with the plane. Because they happen at the same time, you should combine both vectors in 1 force. Think my math will try and error and mostly error a while before i get that right.

    The angle of the plane, on the other hand, seems easy. When its falling, it turns clockwise. When its gooing up, it turns counter clockwise. The physics expression VelocityY tells you if it goes up or down. I geuss you set the angular velocity arcording to the VelocityY. something like (-1 * VelocityY) / x. Where you have to find out what x must be to have a nice rotation.

  • They fidget because the 'order' of things happening is wrong.

    I assume you made the blocks solid so you can jump on them.

    Now. In real life when you push a block, 2 things are happening. You make the block move, but it is the block that moves you. If the block is not moving, you are not moving. So in fact, it is the block that moves, and you (as a rigid body) just keeps the same distance.

    In C2 there is a lot more happening. First you collide with the block. You stop, not by keeping your distance, you stop by the given deceleration (in the property's). So, you shoot over, and collide again and again till you dont move. On each collision the platform behavior performs a 'push out of solids' algorithm. Also the block will collide and perform a 'push out of solids' algorithm. Meaning, things start to go a bit right when the deceleration is done and over with. Till then, the player is pushing it self to the wrong direction.

    I think (assuming that the player is not solid), that you should think the other way. Dont push, always pull. Make the block pull the player (what looks as the player pushing, make the player pull the block (what looks as the player pulling). In my head this makes sense, but guess i got to try it myself first.

    If the player now collides, with the intention to push, it is the block that moves first (actual pulling), and player (not holded up by a collission) just keep its distance.

    If the player now collides, with the intention to pull, it is the player that moves first, and the block is just following.

  • using qarp(a, b, c, x)

  • None of your animation frames have the same size, nor a origin on the same place, nor the same imagepoint in every frame.

    Cant work that way.

    https://www.dropbox.com/s/6hg7wrfoloxf5 ... .capx?dl=0

    That solves your collision thingy.

    Dont really like the combination drag and drop/physics. Stone flys every way he likes. Drag gets interrupted by grafity.

  • Drop a reduced capX illustrating the problem

  • Me 2 ... a very powerfull condition.

    Especialy because. If you use 'overlap at offset' and you want to dedect a object only below that base object (while others can be on the side or on top) it will not work. Unless you size that base object before the overlap and size it back after the overlap.

  • hp = min(100, hp + 50)

  • On 'space' pressed

    Apply physics force to the angle you need.

    If the thing is flying, it stops because of the Linear damping. Start at 0.6 ? Start with a force of 80 ? Tweak as you like.

    What you created now is like falling in the atmosphere. Gravity applies a continuous force. Air damps. That also means that there will be a (approached) max speed.

    If the thing is not flying but standing on another (immovable) physics object. It is the friction of both objects that damp. So, same method, but tweak the friction of both objects to you liking.