jobel's Forum Posts

  • actually I think I know. Set angle didn't work because Bullet's Set Angle probably doesn't happen at the "step" interval. Since normally setting an object's angle while having that checked would also set the AoM but in step mode it skips it. Another undocumented feature?

  • oh! so it was Angle of Motion? weird, not sure why Angle wouldn't work when you have Bullet.Set Angle on AND it totally works with OnCollision.

    Also I like how you set position when it overlaps so it stays in the pipe.. nice touch!

    THANKS NetOne !

  • NetOne no, no bouncing..

    Click a button, and watch it send a packet to a refuse via a pipe system.

  • you need a "ruleset" to figure what happens in each scenario. As you place the piece you are going to have to check all adjacent pieces and figure out if their orientation is correct or not.

    It's not going to be easy, but it is certainly doable.

  • NetOne I did, that was my template. but for some reason changing the angle in the event doesn't work, I have no idea why, but you can destroy it.. maybe because it's moving so fast?

  • so do you want the code (EDIT: tile) to change automatically as you place the tiles down?

    drive.google.com/file/d/1TCXl-AbfSKZnyNha08a6QGWPBEABkniV/view

  • how is this all happening? user input? auto generation? or some automated process (a collision)?

    I would use a grid system, where you check the grid around the tile in question. I will try to mock up an example...

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  • no, Set Angle is checked, so it works for OnCollision as long as its slow enough.

  • I think he's saying to use a tilemap object

  • I want to make it look like little packages are traveling through pipes to the destination. If I use bullet (without step) and the bullet speed is relatively slow, it works as expected. If I bump up the speed, sometimes the bullets miss the collision, so I tried it with Bullet Step -- but it never works at all with bullet step, I'm not sure why!

    Honestly, this method never works exactly "right" even with the bullet at lower speeds, I'd like the bullets to move moderately fast. Using bullet in this way does not seem like the best way to accomplish this. Does anyone have any recommendations on another way of creating this same look/effect?

    thanks!

    drive.google.com/open

  • hard to tell without seeing an example. you should make a small c3p and share the google drive link here.

    perhaps all lasers are instances of the same parent object and you are not using For Each?

    could be a Trigger Once in a condition. could be many things...

  • are you looking to use a local database inside a game session only?

    if so its very easy to do with the CSV plugin. I use it as a table-lookup and database, its much nicer than C3 arrays and you can search on column name.

    you can make the csv file available on a website and open it on startup. Otherwise making a SQL database might be a bit overkill for what you are trying to do.

  • make a new project in C3, save it, then go to Google Drive, right-click and get a "shareable link" then post it here.

  • not sure if this is too convoluted...

    but one way is to put the information on its own layer, set it's parallax to 100,100. Then the top layer set parallax to 0,0. Cut a hole in the top layer so you can see the info layer underneath.

    drive.google.com/file/d/1ah04db8yi1E81GPtk8ijarXiVBY08mzS/view

    just need to figure a way to do a scroll percentage so the scroll button doesn't go off screen.

  • link a cp3 example of what you are trying to do.