eski's Forum Posts

  • I'm running construct v.0.99.72 and all the files run kinda funky..

    everything just drops down and then it crashes..

    just me ?

    [edit]

    hmm.. after looking into it again.. i have to click in the editor on every item that has a physics behaviour then it starts to work . . . better but not right i think...

    There are millions of balls droping down and sii.. how do i make a video of this?

  • i think the problem is that construct doesnt know the diffrence between the instances..

    I feel that is the problem, maybe i'm wrong.

    For example

    +On left mouse click on Sprite

    +Sprite Velocity = 0

    • -> Set global variable shoot = 1

    I feel like it takes a random sprite and checks that the velocity is 0 because sometimes it works and sometimes not...

    Could it be some problem with the instances ?

    Do i have to compare the uID on the clicked item to make sure that is the same item.. ?

  • thanks

  • Allright, dont i have to compare the global variable shoot to 0 when i click on a puck ?

    +on left mouse button click on pucksprite

    +global variable shoot = 0

    -> do shoot stuff and that

    With this i can only shoot one time and then its frozen at shoot 1.

    I should use Sprite[Physics].AngularVelocity right ?

  • wow that was a good answear

    few things..

    How would i go to shoot only one item at a time but all items have to be stopped to do so ? Compare the velocity of all the items to 0 ? For each loop ?

    I have always used system create object, you use spawn object.. is there difference between the two ?

    The difference between uID and oID ?

    When you are using for each command and loops and all that, do you have to set the addidional events as sub events ? (Like you do with the text counter)

    Thanks for the complement, i like the concept of the game, going to change the graphics when i have finished the game engine

    Btw... Thats some math calculations you used there, nice work ;D

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  • Hi there

    Couple of things that i want to understand but i cant figure out. Been pondering about this for hours.

    *** Please download the .cap file to understand what i'm talking about. ***

    http://internet.is/eski/buttongame.cap

    1. I'm trying to code this so i can only select one item at a time, basicly only shoot one item and when it has stopped you can shoot another. I have tried to have loop, for each, always and all, just cant get it to work.

    I have tried to compare the velocity of the items to 0 but it randomly selects items so it doesn't always work.

    2. I'm trying to make the line be maximum length off 300 pixels.

    3. There are two "teams" blue and red. Its the same sprite, blue is one animation and red is another. So basicly i just change the animation. Ok so i'm trying to make a textbox in the corner count the total of each team. I have tried to use AV 0 for blue and 1 for red and used a event like this

    Sprite Value Team Equal 0

    • Set text to Sprite.Count

    Should this not work right, it gives me the total, counts the blue and red.

    I also tried to use a event that checked what animation was playing, same story.

    I know i have asked alot of questions on this forum but i am really eager to learn basicly everything about construct

    PS.

    Can i Spread Values in AV on Instances to know them from each other ? Like puting ID's on them.

    Whats the diff from uID and oID ?

    Can Sprites have transistions when creating and destroying ? (or do i have to program them like fading)

  • Thats super..

    Keep up the good work

  • Allright.. that worked out great.. Just like i wanted it

    I thought the angle of the line would be some expression that was build in but no prob with the expression you came with..

    I like the way lucid did it also.. Capped the maximun length of the sprite.. Didn't understand the formula thought.. The same formula doesn't work for the line plugin.. it just makes the line fat

  • Allright.. i undertstand it now toralord..

    i used the method that madster suggested, worked out fine ..

    Thank you.

  • I dont understand, there is no Line.Angle that i can use...

    Lucid, construct crashes when opening the file, what version do you have ?

  • Or even if there was a way to change the image that the "line object" draws.. that would be awesome..

  • Yeah.. thats not working like i want. I get a line and a arrow on the end pointing random directions..

    To bad i cant get the angle or direction on the line, then it wouldnt be any prob.

  • No i want to count how many items are in a family. I have 3 items on the layout, they are all in the Items family. When i count them i with Items.Count i get 1.

    You can see how it works in this cap.

    http://www.internet.is/eski/testing-hide.cap

  • Maybe one more thing.

    Can i count items that are in a familie.

    I cant use Family.Count because then it only counts the family giving me 1 but there are 3 items in the family.

  • Hi there

    So i am trying to make a really simple game using the physics behaviour.

    Basicly the goal is to bump the other players pads out of the layout.

    Its only to understand the physics and all that. (Please download the file to understand the game)

    So what i'm trying to do is when i click a pad there will be no movement until i press the mouse button again. When i click a pad there should be a arrow point from the pad to the position of the mouse and be maximun of some length(few cm). This arrow represents the speed of the pad when you click again.

    I dont know how to make the arrow so it will be streched to the position of the mouse, should i use the selection box behaviour ?

    Anyways you can see what i am talking about here http://internet.is/eski/buttongame.cap

    Thanks.

    Sigurgeir