You can use a temporary local variable "uid".
Family Pick nearest -> set uid to Family.UID
Family Pick instance NOT with UID=uid (inverted condition)
Here is how you do it with math:
(I added two instance variables to the sprite - "a" and "d")
Nagval333
fenis99
Thanks!
If you just want the decimal part?
a = a- int(a)
This method with "For each" loop won't work in "On created" event!
It only works after all sprites are fully created, hence "Wait 0".
Also, if you have "For each" in the same event where you created sprites, you need to use "System Pick all" first.
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Not sure I understood your question correctly. If you want to round the number to two decimals, use this formula:
a = int(a*100) / 100
If you recreate 4 sprites, use "Wait 0" and then run then the same "For each (ordered)" loop. It will work.
I can't be any more specific!
On start of layout - add another sub-event:
System -> For Each (ordered)
Object: YourSprite
Expression: random(1)
Add this action: YourSprite set frame to: loopindex
You have disabled collision for your sprites. (on Properties panel)
Since you already have all 4 sprites on the layout you can do this:
System: For Each sprite (ordered), order by random(1) -> Sprite set animation frame to loopindex
Local Storage is not reset of course.
But if you've retrieved values into global variables and then reset global variables, then yes, you'll need to do this again.
Try Chipmunk Physics:
I think it allows to change the angle of gravity.
Check collision polygons in your sprites. If this doesn't help, post your .capx file here.
It's impossible to tell what could be wrong by your screenshots.
Check out these links:
follow-path-behavior_t65382
https://www.scirra.com/tutorials/756/se ... -waypoints
There is nothing new in Construct 3 that can make this task easier.
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