ChrisAlgoo's Forum Posts

  • Have there been any updates by the CocoonJS folks?

  • In C2, thanks. Once all of the IK stuff is in, could I, say, point the sword towards the coordinates of the mouse, and have the rest of the bones react properly? Or have enemy wizards aim their magic wands at the player before firing? That would be really useful.

    Also, do you have an estimated timeline for the release of new features?

  • Could you add some bones to the example scml? (the monster)

    Also, how can I have it so that, say, the player's sword points at the mouse, and all of the other bones react as expected?

    Also, if an SCML is adjusted, will it automatically be updated the next time C2 loads, or will it have to be dragged in again? If you need to drag a new scml in each time, how will that affect events? (Since each event is tied to a specific scml object when you drag it into C2, correct?)

  • Extra Credits is a video series (on youtube or on Penny Arcade), but it would work just as well as audio.

  • The old Variable mix thing, where the boss's theme gets louder as he wins, and the hero's theme gets louder as you win. Can you play two Music files at the same time? (The manual references multiple sounds, but I don't believe it mentioned multiple music files). If it is possible, will starting both Plays at the same time cause them to start at the exact same time? (So that, if they're the same tempo, they'll stay in time with each other?)

    Thanks

  • Blinx, could you elaborate on your asterisk? I've never heard classes described as anti-modular or anti-parallel.

  • Similarly (and this is one of the issues that initially sparked this idea), you can't have cross-family interactions that both address the same variable, since a family can only check variables that it has.

    For example,

    You have a Yin family and a Yang family. When a Yin they collide, you want them to reduce each other's Power variable by the other's value, and destroy if it hits 0. (So if a 20-power Yang and a 10-power Yin collide, the result should be a 10-power Yang and no Yin). Under the current system, there's no way that both families can have the same variable in common.

  • +1

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  • That was extremely awesome, thank you.

  • Thank you so much!

  • Actually, once you've done the variable check, how do you tell C2 which Sprite you want to do work on? (Destroy, or adjust variable, or etc)

  • Sorry for the less than descriptive title, I ran into the character limit. Anyway, it's currently very inelegant if you want to do variable checks where two instances of the same type collide. A game that uses this mechanic is Osmos, where every object is essentially the same. When they collide, the smaller object is absorbed by the larger.

    Below is code that someone provided for me when I asked how to do this.

    <img src="https://dl.dropboxusercontent.com/u/12667027/Construct%202/IdenticalObjectCollision/MonstersExample.png" border="0">

    You can also check out the comments in the thread that spawned this suggestion - the posters make a number of good points about how this is an issue that needs to be worked around.

    Link to topic

    I'm not sure what the solution is (maybe allowing us to pick instances in our Conditions?), but I hope there is one. Thanks

  • Thanks everyone! I think we can all agree that working around this requires some hella inelegant stuff. I'll ask Ashley to do... something to make it easier. I'm not sure what, but he's the genius programmer here so hopefully he can find something!

  • I was referring to vee41, but thank you!