Curious Mike's Forum Posts

  • Have you tried using containers to link the objects together? That way when one is destroyed, the others will automatically be destroyed along with it.

    construct.net/en

  • 1. As distance gets less, make the chased move away. Hard to say why it's not working without knowing the details.

    2. Maybe make the chased slow down the closer the chaser gets?

    (see manual for "distance (x1,y1,x2,y2)")

  • It looks like you're trying to use this logic in the sub-event:

    If A or (B and C)

    Maybe try splitting those?

    E.g. like this

    1. if B and C then set flag "BandC = 1"

    2. if A or BandC=1

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  • Hey Brett, I wasn't able to download the plugin and I couldn't figure it out from looking at the xml of your event sheet. Sorry! I hope someone else will be able to help you out.

  • Do you mean you want a platform which is say 4 blocks long to be made up of LEFT-MIDDLE-MIDDLE-RIGHT block? If so you can use a loop from 1 to platform length if/then type statements to determine which kind of block to show based on how long the platform is

    loopindex = 1 then create "LEFT" block

    loopindex >1 and < platform length then create "MIDDLE" block

    loopindex = platform length then create "RIGHT" block

    Or did I misunderstand the question again?

  • If you post a capX or a screenshot of the relevant code, you'll find someone here will help you with 2.

    For 3 I would set up a bunch of if/then type statements e.g. if distance to player > x then walk towards player, also you could use random to select which attack the bad guy uses.

  • "I am in need of some advice on the following screenshot which I hope explains what I am trying to do."

    Not really. Is it somebody trying to find a path through a maze? Or is the whole thing rotating?

    But I'll try to help. Could you use "distance" to decide which way to rotate? Also when to stop, when you are at the closest distance along the circular path.

    construct.net/en

    distance(x1, y1, x2, y2) Calculate distance between to points

  • It seems like a good first project. A good place to start would be the manual and looking through the tutorials?

  • You can add the different tiles to your sprite using "edit animations" and then set the animation frame, as described nicely in this tutorial:

    construct.net/en

    P.S. Why not make up something new instead of using Mario?

  • I'm not sure I understood the question! But would it help to select the objects by Object.uid? You could store the uid of a clicked object and then use the variable to select the object again.

  • This will help you to understand the basics of arrays:

    construct.net/en

    From my experience I'd recommend trying to keep it XY only if you can, it keeps things simpler. Also it helps to plan out your array on paper or in a spreadsheet.

  • You might also try lerp:

    construct.net/en

    lerp(a, b, x) Linear interpolation of a to b by x. Calculates a + x * (b - a)

    This should give you the boost you're looking for at the start.

  • There is, and you don't need any trig for it. This will tell you the distance in pixels:

    distance(sprite1.x, sprite1.y, sprite2.x, sprite2.y)

    construct.net/en

  • 1. If you have the different walls set up as animations, you can use set frame to change which wall you display and compare frame to find out which one is being displayed:

    construct.net/en

    2. Instances have a uid (unique id) and iid (instance id, which changes as instances are created and destroyed) that you can query e.g. Sprite_name.uid. (According to the manual, instance ids are "lazily assigned" ^^)

    construct.net/en