Asmodean's Forum Posts

  • I think that is not a problem with the modulo operator, instead is a rounding problem with the add 0.1.

    Try: System| set timer to round(timer*10)/10

    after your System| Add 0.1 to timer.

  • If the max. speed is 60 pixel/sec you need an acceleration of 3600 pixel/sec² (60*60), then you have the max speed in one tick.

  • Set the Array to Size 0 at the beginning:

    Array: Set size to (0, 1, 1)

    Now you can copy the string to the array:

    + System: For "" from 0 to len(string)-1

    -> Array: Push back mid(string,LoopIndex,1) on X axis

  • Try:

    Every tick -> Sprite|Rotate round((Mouse.X-Sprite.X)/(OriginalWindowWidth*0.5)*10) degrees clockwise

    That calculates the distance from the mouse to the sprite in x direction and normalize it. That means that the left is -1 the middle 0 and the right border is +1. The 10 is the rotation speed, you can change it.

  • This should work. With index and rnd as variable.

    Every click on the button there should be another key in the text-field.

    + Button: On clicked

    -> System: Set rnd to int(random(0,Dictionary.KeyCount))

    -> System: Set index to -1

    ----+ Dictionary: For each key

    -----> System: Add 1 to index

    --------+ System: index = rnd

    ---------> Text: Set text to Dictionary.CurrentKey

  • Try to insert in event 5 as second action (after the set angle toward):

    stroke|Set angle to round(stroke.angle/45)*45 degrees

  • Then it's even more impressive. How many hours per day did you worked on it?

  • That is really impressive. Is it all done by yourself?

  • My guess, you have put the sprite rainbow or sun on the layout in the editor. So there is a least 1 object of one of them on the layout at the start.

    If you now run your example a sprite will created and 'on created will be called' with test=0 and 'on start of layout will be called' simultaneously and another sprite will be created. Because of 'on created' is called at first with test=0 the second else will be executed and all rainbow sprites will be destroyed even the one that are created in the function. After that 'on created' will be called a second time with test = 1 or 2.

    I hope that makes a little sense and it's not totally confusing. It's hard for me to explain this in english.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You could also calculate the velocity of the Tilemap and use that instead of an extra sprite.

    Example:

    https://drive.google.com/file/d/1FV4g1Iy2CCG48Vn9m3BkXRN9yD08ZiNx/view?usp=sharing

  • I made a basic color book example with the drawing canvas behavior. The Flood Fill algorithm is very slow and basic, there a better ones. But maybe it gives an idea how to do it.

    https://drive.google.com/file/d/1BNkGEShu8OPmyzxdtquQ9FHpC4HDhmo_/view

  • I think it is bug and a very strange one. It get worse the more collision points you have and the collision points on the bottom have to be narrower to each other then the one above. It's very strange. I have an example. You have to enable one or the other ball in the platform-behavior.

    https://drive.google.com/file/d/1h8-CU-ukxXy3CkK-X7mFieBU4srvGj56/view?usp=sharing

    You should report it as bug.

  • Exactly like this. That is strange that it doesn't work. I tested only a few times and it seems to work. Can you share the new c3p file?

  • My guess it's the collision polygon. Only one point facing down to the red blocks at the moment, if you make a 'bounding box' it works. Don't know if this is a feature or a bug.

    If you don't need this exact collision polygon you could try a 'bounding box' collision polygon.

    And by the way the origin image point is not in the middle of your sprites, it's seems that it doesn't matter at the moment but that could cause problems.

  • totoe Here is an plugin update to BeepBox 3.0:

    drive.google.com/file/d/1FqACIVI4vWngBTZE4J7y8V0GGMOUEZdV/view

    The altering of filters on the fly is not so easy. The filters are bound to the channels (instruments) and there is no documentation how that is done. I will have a look at it, but in the moment you can only change reverb and volume like before.