gnuss's Forum Posts

  • Device name: ATI Radeon HD 4800 Series

    Pixel shader: 3

    Estimated VRAM: 1113 MB

    Motion blur: Yes

  • 'Every' events trigger without regard for specific instances, since they're a system condition.

    D'oh! I didn't think about that

    Thanks for taking your time to help in the middle of your uhhhh... exam period (not sure if that's even a word in English)

  • I have several instances of an object, an each of them have a text over them that counts down, sort of like "bomb timers" for each instance. I made an example cap: http://www.mediafire.com/?smxbzllyaje

    The "timers" have two private variables "countdown" and "active".

    If active=1 - every 1000 milliseconds subtract 1 from value countdown.

    "Active" is set to 1 by clicking on an instance. (they are in containers with the text object)

    The problem however is, that when I click on the second instance its timer will count down synchronized with the first timer. It's kinda hard to explain, see the .cap and see if you can figure out what I mean. It becomes very evident if you change the "every 1000 milliseconds" to "every 5000 milliseconds", and you click the second instance 3 seconds after you click the first. The second timer will change its number at the exact same time as the first timer, not 3 seconds after the first.

    So what would be an easy way to get around this problem?

  • Yay lots of good suggestions Thanks guys!

    uhhh...captainoblivious, isn't that the same as in the picture in the first post?

  • I have a sprite I want to use as a button and I want to change it's color depending on a private variable named "color". If it s red when I click on it, I want it to turn green and vice versa.

    <img src="http://farm3.static.flickr.com/2003/2442239501_872c5ab60f.jpg?v=0">

    Doing like in the event sheet above gives permanent green (or permanent red if I change the order of those last two subevents). I thought the ELSE condition might solve my problem, but I can't figure out how to use it, it seems I get a "parsed else" erro no matter where I put it. Can anyone explain to me how the Else condition is supposed used?

    And in case I am wrong about that an Else condition would solve the problem, does anyone know a solution?

    cap if anyone wants: http://www.mediafire.com/?otvk14dcmk0

  • the system object has a "Every X milliseconds" condition you could use, and it also has a "Create object" action.

    So you could use those to create a sprite for example every 10000ms and set the coordinates to outside the layout.

    The sprite could do something like:

    Is sprite outside layout --> Rotate towards object player

  • Ashley saves the day!

    You forgot the text object though, so I put one in myself, but one thing I don't get is why does the text object show the angle as 270 when the debugger shows it as 275?

  • I tried doing it with math but I really suck at math.

    This seems to be contagious, I suffer from it as well.

    This one is really frustrating since the right side can be done so easily with "Angle greater than", and "Angle less than" conditions since it all happens in the 90-180-270 angle range, but on he left side they don't work since it happens in the 270-0-90 angle range, and therefore it seems like conditions like "Angle less than" and "Angle greater than" are useless. If anyone knows a solution please let me know!

  • I haven't tried this, but you could use the overlap way if you did it by image point instead of the object's collision box.

    That might work, but I prefer not to since I'm later going to add more sticks of different sizes, so a stick with a greater width and height would trigger an overlapping event at a lower angle than a smaller stick.

    Or rather, "myLowLimit" and "myHighLimit"

    I'll try to see if I can do it this way.

    EDIT: uhh.. Deadeye could you explain a little more how your solution works? I didn't quite get how to set it up.

  • whoops, forgot to mention that they have a private variable like that called "side". My problem is figuring out the way to limit the rotation for left guy's stick. It can't use the same rotation limiting event as the guy on the right. since "+stick angle greater than 85 - Set angle to 85" would also include the angles from 270-360.

  • I ran into a problem and can't see a solution, maybe some fresh eyes will solve it?

    I have made an example:

    Two green guys each have a red stick, they always try to aim this stick at the ball, but they shouldn't hit themselves with the stick. I figured out how do this with the guy on the right, but not the guy on the left.

    <img src="http://farm3.static.flickr.com/2057/2439350474_89dd2a1103.jpg?v=0">

    The guy to the right doesn't hit himself.

    <img src="http://farm3.static.flickr.com/2298/2438525823_203eb8cd74.jpg?v=0">

    The guy on the left side just poked his eye out.

    The sticks simply rotate after the ball, but the guy on the right side has a

    +stick angle greater than 265 - Set angle to 265 that keeps him from hitting himself, the guy on the left side on the other hand can't do that since his stick is on the side of the circle that has both 0 and 360. Any good ideas? I'm sure there's something obvious I'm missing.

    Here's the event sheet:<img src="http://farm4.static.flickr.com/3225/2438525777_ea4021480c.jpg?v=0">

    And here's the cap if anyone needs it: http://www.mediafire.com/?tt4u2y2nwz7

  • I can do it using ctrl-c and ctrl-v (haven't tried any other ways), but I've noticed that the event sheet you copy to cannot be blank. It must have an event, and you must click on that event (so it turns orange/yellow) before you press ctrl-v. I can't make ctrl-x work though.

  • BTW since it's been a request a few times, the next build has an updated Turret movement which can target objects with a nearest-always method (which means if something else comes closer, it'll target that instead) - so it will be able to be used for finding closest objects too.

    Yeah that could be really handy. And if you find time to do it please add destructible terrain

    Never heard of mmf?? Wow.. i thought everyone here was X-mmf-users.

    I knew a little python before I started looking for game creation software, so I googled something like "game making software python" and somehow ended up on scirra.com and I started using construct, so I guess lucky googling kept me from mmf. (good thing cause I really prefer open source)

    Anyways, I guess this is going off topic, and the problem I had is solved, so I'm just gonna.....uh......where is the "mark thread as solved" button?

  • like the captain said, increase the range in the Bullet behavior. Also, it might be better to use Ball behavior and not Bullet behavior in this game if you want the balls to bounce off that thing that follows the mouse. Just remember to set the ball's angle of motion to sprite3.

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  • You'd also have to track the targetted object being destroyed, other objects coming closer, etc. etc. I'll give you the events if you want, but I'd recommend the Turret behavior for now.

    That's alright I don't need anything that advanced, and the turret behavior doesn't quite do what I want, but I've managed to solve the problem using a for each condition and storing the target location in private variables. (turns out I used the for each condition wrong the first time I tried )

    It's worth noting the spread value/fastloop pattern is redundant in Construct - always use a For Each instead.

    Good, cause I have no idea what a spread value is I've seen people talk about in some other posts on this forum when talking about mmf, but I had never heard of mmf before I read that post so I don't know much about it.