BillyShears's Forum Posts

  • Hello. Maybe "System -> Create object (by name)" could help?

    thank you, I did end up using this

  • Thank you very much for the example, trying to use it now ...

    How do I get the add-on installed? When I goto get addons from my project, it seems I can only select from a set list of addons, not the one I downloaded from the link. What step am I missing here. Thanks.

  • I would like to store various values in an array and then from different levels in the game find the corresponding element and spawn an object from the retrieved value.

    For example ...

    Player enters the shop on level 1, check array and see that the shop sells a knife, shield, and herbs.

    Player enters the shop on level 2, check array and see that the shop sells a sword, armor, and health potion.

    Is this a proper way to approach this? If so, what value do I store in the array (name or some id) and how do I spawn based on the retrieved value. (When I try to spawn another object, I only see the drop down menu of existing objects, nothing that can be replaced by a formula or variable)

    If there's a different way to do this, I'm also open to hearing that.

    Thanks for any help.

  • That worked, Thank You.

    I was over complicating it. I used system action as you suggested, set value to home.x and home.y and "it" knew which home I needed. Thank You!

  • Hello, thanks for your reply. I have already set that condition up, but I cannot get access to the global variables on action of “Home”, only instance variables.

    If I change the action to use system then I can access the global variables, but now I don’t have the specific “Home” object to get coordinates.

    Am I missing a behavior or separate step?

    Thanks for any help.

  • I have a "Home" object with two instances on the layout.

    I have two global variables for currentX and currentY

    I want to set currentX and currentY when my player object overlaps either one of the "Home" objects.

    How do I get the X, Y of the specific "Home" that is overlapping the player.

    Thanks

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  • Thank you

  • I am using the sprite origin as x1 and y1

    I then swipe down from sprite, either down to the right or left, then let go. On touch end when I let go I record x2 and y2.

    I then apply impulse - angle(x1,y1,x2,y2)

    When x2 is less than x1 (swiping down to the left) it works fine and shoots the sprite up to the right.

    If I swipe down to the right and x2 ends up greater than x1, then the sprite fires off down to the right in opposite direction I wanted.

    Please advise if my angle setting is wrong and what formula I should be using to calculate the angle.

    Thanks for any replies.

  • Found game physics tutorial here, nevermind on the gravity

  • Thanks for the reply, still trying to make this work.

    I've added physics behavior and trying to add impulse at angle.

    -What does 0 represent Touch.AngleAt(0)+180?

    -I want the speed to increase the further back from the sprite end touch

    Right now when I preview the sprite just drops off the bottom of the screen, is there a gravity setting I need to change? My game is top down view so I don't need gravity.

    - is there a tutorial for what would be similar to moving a hockey puck, I prefer not to ask so many questions, I just have no idea where to start. Thanks.

  • I am trying to figure out how to swipe behind a sprite and send it in the opposite direction of that angle (like soccer stars)

    So, if I swipe, "pull back" at the bottom right of a sprite, then let go, that would move the sprite up and to the left.

    At this point I am not sure where to begin? Is there an example or tutorial available? Is it easier than that? (Do I add Physics behavior?)

    Thanks for any advice or links to tutorials!

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  • thank you

  • I'm experiencing a frustrating issue with scrollbars "jumping" to the top when I'm in the editor.

    For example: If I'm in the upper right project window and I click+drag the scrollbar down to find object types that start with "T" (or whatever letter at the bottom), once I move off the scrollbar and mouse over an object I want to click on, the scrollbar jumps all the way back to the top, and I can't select the object I was scrolling to.

    Current workaround, I can click on the first object then arrow down to the one I was looking for, the properties window in the upper left will change each time I arrow down until I eventually get to what I'm looking for. If I accidentally mouse over the objects while arrowing down or after, the scrollbar will jump to the top again. The properties window does not change though, so I am still able to get the properties I wanted.

    Additionally, similar behavior will happen in the event sheet. If I add a new event and want to click+drag it to a different position. Usually when I get to the position I want (as if it knows), the scrollbar jumps to the top.

    I'm using a MacBook with Safari 12.1.1 and experience this behavior with either the trackpad or a wireless USB mouse.

    I'm looking to see if anyone else had heard of this and what I might try or do to fix.

    Thanks for any assistance!

  • Works exactly how I wanted.

    Thanks!