brent_hamel's Forum Posts

  • instead of pinning the gun right away, when they pickup conditions are met, first use the "Set Position To Another Object" action, that'll give you the chance to select the player sprite and enter the image point you made, then right underneath that action, make the Pinning action happen

  • I know for me, I have quite a few ideas on the use of raycasting beyond simple creating a wolfenstein or doom clone. Raycasting can be done through events, though it is definitely much slower than it really should be. While I can understand the hesitation to take the time to create a plugin for what could be considered a niche feature, at the same time, I can see it also getting a lot of use as well. But I'm not the one to code it, so I can't say one way or the other how complicated it would be to create or time-consuming.

  • This thread may get more attention if you posted it in the plugins section of the construct 2 forums, this is for construct classic, may have more luck if it's in the correct section :)

  • Hey guys,

    So I'm using an array to store tile data. The idea is that when I click in-game, I place a value in the area that then creates a tile on screen for me. The problem is that Trigger Once doesn't seem to want to work in a For Every Element loop... am I doing this wrong? Or should I be reporting this as a bug? I'm using r108.2

    Thanks for any help

  • No because there will be cases where there will be multiple instances that could be considered "nearest" at the same time, I need more precise control than that. I appreciate the reply however :)

  • Just wondering, is there a way to call for the UID of an object I'm detecting at offset? As I understand it, Overlap at Offset only picks the object that is checking for the overlap, not the object overlapped as well, if I could return the UID of the object being overlapped, then I could make it work

  • Hey there everyone, as the title states, I have a picking question...

    I've got multiple instances of my object, and they all have a private variable, this variable is a different value for each instance, now, when two instances are next to each other, I need to make them average out their values with each other, and this needs to work for as many as their might be side by side.

    if I have 3 instances (with their values showing) arranged like so:

    7, 6, 2...

    I need to have them all check with each other and become:

    5, 5, 5...

    any ideas?

    Overlap at offset detects the side by side instances, but after that I can't seem to find a good way to select them, the instances are also created and placed randomly, so UID's are no good...

    Thanks in advance.

    Brent

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  • I managed to tweak the formula you offered and achieved the exact results I wanted, thank you for your help. What I wound up using was X = OriginalX + (ScrollX * ScrollRate (in this case 50%) * offset (as my object appeared to the left of where they needed to be but scrolled properly) so thank you again for the assistance!!

    here's how it turned out :)

    dl.dropbox.com/u/4075855/Tile-Based%20Lighting%20Test/index.html

  • I'm afraid I'm not quite sure what you mean in the formula "scroll_OriginalX" where is this being referenced from?

  • I'll give that a try, thanks for the reply!!

  • Quick question, I've got my tiles all laid out, but when I tell the system to autotile them at start of layout, it locks up, is this a bug? Am I doing it in the wrong place? Or have C2 updates broken the behaviour for now?

  • Hey guys, quick question...

    I've created a tile-based lighting system (similar to minecraft/terraria) but I'm also using parallax scrolling to create depth, because the light sources are in different layers, their "reflected light" appears on layers with different scroll rates, and therefore becomes detached visually from the light source. Does anyone know a way I can compensate for this?

    Thanks in advance

    Brent

  • I'm afraid this isn't quite what I'm after... I'm looking for User Defined control. Something like this...

    Defining Control

    • user selects the option to customize controls
    • user selects the control "move left"
    • the system then waits for user input
    • the system returns a value for the first key the user presses
    • the system saves that value to the variable "moveLeft"
    • the system then saves that all to webstorage

    In Game Control

    • user presses a key
    • the system returns a value for the key pressed
    • the system compares that value to all the control variable values
    • if key pressed and the value of "moveLeft" are equal, then proceed...

    I've tried various ways of using both the Keyboard and Keycode plugins but I haven't got it working yet...

  • Sorry to bump guys, I'm still stuck and not making any headway at all, there's clearly something obvious I'm missing :S

  • Too hard for them to control perhaps?