3030's Forum Posts

  • Aphrodite, actually, that was exactly what i needed - thank you so much! I found it in the manual yesterday after i posted and it has since changed my life haha. :) Much much easier now!

  • Thanks DUTOIT! Ill have a look. Actually i figured out a solution to my issue by just ignoring the array entirely and basing it on normal actions.. Here is my planet spawning code:

    <img src="http://www.80bit.com/pic/Windows_7-20131211-095306.jpg" border="0" />

  • Sounds like you're trying to do the same thing im doing mELTINGsKY -- i have the formula basically worked out i just need to know how to actually get those coordinates into an array to begin with...

  • Any chance Spongehammer or mELTINGsKY has that array capx handy? Im trying to figure out how to generate random points on the layout then store those in an array which I can later loop through to spawn objects at those points / coordinates. I have a feeling the array.capx would have likely saved me a few hours of headaches by showing me the light...

    let me know & if so, thank you so much !!

  • Haha I try to keep up with posts on here, but sometimes they slip through - this one had Zelda in the title soo...... :) Glad I could help for once instead of just be the one being helped (like always). :)

  • You shouldnt need multiple instances of the same sprite - just be sure to use picking to make sure you're dealing with the sprites one at a time. I am a noob myself so im not the best at giving advice, but I do know you dont need multiple octorocks.. set one octorock then on your actions be sure you're using something like "for Each" that way no matter what octorock, it's following it's own set of rules independent of it's brothers. Ill get more into it when i have more time, but Look at the manual for "For Each (Object)" and also for picking, for example - pick the instance nearest to link and do something.

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  • <img src="http://www.80bit.com/pic/aim-20131209-111944.jpg" border="0">

    Hey there - just working on my game and came into an issue I cant seem to wrap my head around - if anyone has any insight or could offer some guidance I'd be immensely grateful. :)

    CAPX: http://d.pr/f/C4TY/Wnsp5Unk

    Use mouse to aim, left click to shoot. Bullets line up perfectly with mouse cursor, as expected.

    Now use A or D keys to rotate the Player, and in turn the screen. Once you are rotated, especially at "odd" angles (like 41 degrees, or 76 degrees, etc) the bullets no longer line up with the mouse cursor. They are slightly off, but never by a consistent amount.

    Im thinking it has something to do with the angle of the gun itself, never properly lining up or something, but no matter what I try i cant seem to get it working where the accuracy is always 100% on the mouse cursor..

    Any ideas? Thank you so so much in advance!

  • Could you tell me what you did to resolve? Maybe im dumb (probably) but I cant seem to think of a simple way to trigger something to happen ONCE when a variable changes. Like "On Click" type events..

    Any time I use something like:

    • If x = 3 then

       -- do "Action A"

    it continually does Action A over and over and over again as long as x = 3... Other than manually programming another variable called "Action A complete" and then saying:

    • if x = 3
    • and action a is not complete

    -- Do Action A

    or maybe thats the only way?

  • Actually it seems the key is to have smaller sprites... the minute they are larger, all hell breaks loose... what do you guys think? I need to have larger sprites but its like the minute there's one overlap goes nuts.

  • I cant seem to get this to work - it seems like an object overlapping 'itself' immediately triggers a yes.. so in the case of this last screenshotted example, it just continually tries to generate a new instance of itself, then continually destroys itself, spawning another instance, destroying, etc.. till infinite. Does this happen for anyone else or is there something im missing?

  • Permission was denied when even viewing the folder. I actually ran chmod recursively on the entire app folder via sudo and it worked:

    just ran: chmod -R 0755 appname.app in terminal and the app now runs.

    It must be getting bunged up permissions coming from Parallels Desktop 6 or something? Which is weird because it does work on my wifes laptop without running that permissions fix..

  • Woah, when i show package contents, it's empty... is this telling?

  • I did some googling as I'm still having issues with launching, only on my computer.

    I found this on Github when searching for the error I get in my console log:

    Job failed to exec(3) for weird reason: 13

    I tried setting the permissions to full read/write on the app file but it still wouldnt open, and still gave the same error... Maybe some more clues, I dont know.. Thanks!

  • My bad, sorry - you're right - Rojohounds is the one im using. Here's some of my code for the tree generation. Im no pro, so this is probably horrible. :D Just doing the best I can. :)

    <img src="http://www.80bit.com/pic/Windows_7-20131204-081220.jpg" border="0" />

  • I was trying to use the canvas plugin actually, i was getting the drawing nicely but i needed to have a separate instance to each tree anyway, so for hundreds of trees, i may as well just use sprites and im using a separate animation for each tree, then choosing the animation randomly at the time of generation & "growing" the tree over time as it exists by setting the animation frame every 100 seconds or whatever. works nice, just no smooth animation, but it lets me have more cool looking illustrated trees anyway. :)