bachrock's Forum Posts

  • So I've got a layout full of circular sprites with the bullet behavior. Sometimes one such ball will hit the environment in such a way that it travels nearly horizontal near the ground. I want to have a player that is confined to the floor (no jumping) that won't be damaged by such balls. I want the player to only be allowed to destroy balls above her. My current best idea is to have a life bar that recharges. Anyone have other ideas?

    EDIT ---

    (Maybe this is a more readable format)

    Game type: walking left/right, shooting up to destroy balls

    Problem: the balls sometimes end up bouncing so low that the player can't destroy them without being hit by them

    Best solution so far: a rechargeable life bar

    Any ideas?

  • No stepping mode for physics

    I'm thinking the same.

  • R0J0hound Thanks! Do you happen to know if this could work with two or more planets (with alterations)?

    EDIT: Also, I would like to turn to incorporate the bullet behavior into the moons so they bounce off solids. How would I do this?

  • CrazyVulcan If you get that going, would you post a capx?

    granpa What additions would you make for a spiraling orbit?

  • How do I set stepping iterations and stepping mode?

  • jojoe

    I wondered the same thing. What's the solution?

  • Yeah, really not sure...

  • Say I have a grid of tiles that are synched to a 10x10 array. Cells (4,4),(4,5),(5,4), and (5,5) are 1's and the rest are zeroes. Do I need to set up events for all these combinations? I'm thinking there's a way to streamline this, maybe with loops?

  • Thanks Alyra. I scanned over the tutorial and couldn't find what I was looking for.

    Maybe someone could offer me a little guidance. For example, say I have a grid of square sprites. Different colors = different animation frame. I would like to be able to detect four square that have been clicked on an activated when they are in a box pattern. How would I go about doing this?

    Thanks!

  • I have a grid of sprites. Imagine squares of various colors. When they are clicked they are activated. I'd like to be able to detect various combinations of activated sprites. For example, three blue sprites in a vertical line or two green sprites next to two purple sprites.

    (Right now I have four different colors used in blocks which are different sprites.)

    How would I go about this? Thanks!

  • Thanks dude. This method may work.

    I want to have a character that can instantly switch from orbiting a planet to freely floating. I want the character's angle and velocity to factor into how it orbits a planet instead of simply orbiting at a predetermined speed and distance.

    EDIT: Maybe this won't work. If the character is floating towards a planet, I don't want it to start spinning around that planet when I active orbit. I'd like the character to go 'through' the planet and back and forth.

  • I've realized the physics behavior is really slowing my game down so I'd like to not use it. I really only need it to get one sprite to orbit one or more other sprites. Is there a way to do this?

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  • No. The Physics behaviour is standalone. It doesn't play well with ANY other motion-based behaviour.Okay, thanks for the help!

  • You are mixing behaviours. You generally can't mix anything with Physics and expect things to work.Ah, so no go on Sine behavior then? Gravitation is physics-related so I assume that's fine.

  • Are you mixing physics with other behaviours (bullet/8 direction/etc) ?

    Can you post capx ?

    No such mixing.

    capx