Gadgetkk's Forum Posts

  • No change in the results.

  • You need to Pick by UID with your cached value before doing the distance check.

    Can you elaborate on this please? I do not see a 'Pick by UID' option.

  • Unfortunately a global car won’t work. Right now I’m just playing/learning/testing, the eventual goal will be to have many miners each with their own asteroids. So I can’t do a global vat in that instance.

    So do I test the distance from the miner and the generic asteroid then as a second test assign asteroid to the saved UID?

  • Hi Everyone,

    Here is the scenario...

    I have a mining ship and 2 asteroids.

    When I right click the ship it uses the bullet behavior to move towards the asteroid I clicked.

    When the ship gets within 100 pixels of the asteroid it stops using the distance(x,y,x,y) code.

    All good so far and working as intended.

    When I then right click the second asteroid, the ship moves towards it but doesn't stop at 100 pixels away. It bump right into it.

    So it only seems to use the 100 pixels away part on the first asteroid clicked and not the second.

    So I added a variable to the ship that saves the UID of the asteroid that was clicked.

    So 2 issues...

    1. Why does the distance check only work on the first asteroid clicked and not the second?

    2. How do I use the distance(x,y,x,y) to test the distance to a specific UID and not just an object?

    This gives an error:

    Here is my code...

    Thank you in advance.

  • Hi everyone,

    I have this test project I'm working on where a pylon will shoot something at another pylon if there is one in LOS of it.

    The issue I'm running into is that the LOS seems to be reversed to the direction the object the is facing.

    I have linked my test project, any assistance is greatly appreciated.

    drive.google.com/open

  • Hi Everyone,

    I'm to setup system where 1 pylon sends a "data packet" to another pylon that is withing range and in a cardinal direction. I'm currently using the LOS behavior to check if there is a pylon in range and in the appropriate direction.

    This works... sort of. A side affect is that the pylon that doesn't have another pylon next to it to receive the data packet, it still creates the packet and it shouldn't.

    Since the sending and receiving pylon are the same, I think the LOS is seeing itself and creating the data packet. Could this be the case?

    Is there a better and easier way to do this?

    I tried doing a turret/bullet combo, but couldn't get that to work either.

    Any advice is greatly appreciated.

  • Hi Everyone,

    I have an object that creates a ball and shoots it at another "receive" object that is the same object as the "spawner" object.

    I know the UID of the receiver object but I can't figure out how to check that the object the ball is colliding with is correct receiver object or not.

    Update...

    While writing this I thought of the solution... so for anyone else who has the same issue...

    Since I knew the UID of the object I wanted to collide with, I had to add a 'Compare 2 values' event after the collision event that checked the UID of the colliding receiver to equal the saved UID variable.

    (pat on my back).

    Tagged:

  • So I usually do this chrome just because it has the desktop launcher, so that is the browser where the window keeps shrinking.

    I tested it in Firefox (my normal browser of choice) and it doesn't do it. So it is the browser.

    Is there a way to do a desktop launch in Firefox like there is in chrome?

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  • Thank you for the link, that helped some in explaining what setting does. And I fine with their being black bars and all that. But what I can't stand when using the full screen option is that it slowly makes the window smaller with each launch without any changes from me.

    If you can tell me why it does that and how to fix it, I will be eternally grateful.

  • So are we saying the built in functionality is broken?

  • Nope, no change. Already did that.

  • Here you go: drive.google.com/open

    But I have had this issue with every project I have started.

  • Hi Everyone,

    This is something I have struggled with mightily, and hoping you can help.

    I do not understand all the display settings and how that equals what the actual game view is. For some reason if I leave the Full screen option enabled, each time I run the game the window gets smaller and smaller until it eventually resets and starts over.

    But if I don't run full screen the bottom and right edges get cut off by the window size (even though they are both set to the same size).

    Tips, hints or tricks are welcome for how to fix this. (eventually I would like my game to have windowed and full screen options.

  • Hi Everyone,

    In my game I would to test to see if there is a path from point A to point B, but not avoiding solid objects, but instead by only traveling on specific objects.

    Here is an example...

    X - Block

    O - Empty space

    I - Movable space

    This version will allow the path to connect up and down:

    X I O

    O I O

    X I X

    This version will not allow the path to connect:

    X I O

    I O O

    X I X

    Is there a way to do that in construct?

  • Ok that worked, I had the right idea just didn't put the -128 in the right place.

    Thanks again for your help.