insanesnake's Forum Posts

  • I see there are some followers on this. So I'll quickly explain the solution I found. It's not perfect. But it works. You can use cos and sin to change an angle into the vectors.

    so on collision -> set vectorX to Self.8Direction.VectorX+1600*cos(angle(Self.X,Self.Y,traps.X,traps.Y) +180)

    and vectorY to Self.8Direction.VectorY+1600*sin(angle(Self.X,Self.Y,traps.X,traps.Y)+180)

  • You can make the hair etc and pin them on a default head. build your character up from different sprites (body/head/hair etc) and pin them all together so it looks like 1 sprite.

  • So I'm working on a dungeon crawler. lots of traps etc. when the player hits a trap he becomes temporary invulnerable. but I also want to push the player away. Anyone know of a simple way to implement a push at an angle using 8 directional movement?

    Tagged:

  • allright I changed nothing but now it works. I have no clue what happened. thanks anyway plinkie!

  • As of now its 5 wide, 10 high. I'll post a screenshot once I'm home. Only first 2 rows are populated with the data in the screenshot above

  • I'm trying to make an incremental upgrade menu. where you buy upgrades once and they will dissappear after.

    The further the player gets the more upgrades they unlock. So I wanted to fill an array with the upgrade variables (name, effect, cost etc) and create the buttons for the upgrades from each X value that isn't 0. I always have trouble with arrays and can't even seem to assign the right instance variable to the button. So all help is greatly appreciated.

    it currently does create the buttons. all be it in the same spot. but it doesnt assign the values at all.

    heres what I got

  • Sorry for the late response. havent been on here for a while.

    the problem is you don't reset the values. add a reset global values in your death event and it should work

  • a simple restart layout would usually work. so something else is probably wrong. what it is I cant say without the project

  • thanks a lot dop, got it working properly thanks to you!

  • Thanks a lot dop, could you explain what anglediff actually does? The system expression documentation doesn't explain much.

  • I figured I'd go with an easy solution which would be this

    ((-(Ball.Bullet.AngleOfMotion))+(angle(Paddle.X ,Paddle.Y,Self.X,Self.Y)))/2

    but at some angles it seems the ball goes straight through the paddle now

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  • There isn't a simple solution for this within Construct I believe. Easiest would be a revert option as you described yourself. But as it's not what you needed your best option would probably be javascript to split the first string to an array. and after you add your bbcode you compare the newstring to the array replacing all capitalized words.

  • Thanks dop2000, but I knew I forgot to mention something.

    My paddle is moving 360 around the play area. So I can't use X to calculate the angle. the bullet bounce of solids doesn't really work for me either.

  • why go to all caps if you just wanna revert it later?

  • I made a little pong game for fun. I currently set the balls angle using

    angle(Paddle.X ,Paddle.Y,Self.X,Self.Y)

    now I want the position where the ball hits the paddle to be effective. But I don't want to ignore the angle of collision which is what this does.

    I tried some things. but didn't work. So how do I do this?