jumprock's Forum Posts

  • I think I understand what you're suggesting and I appreciate the idea - will try it out.

    Would be great if you didn't need to take such a round about process to achieve something like this.

  • Hello, I have a sprite type for standard non player controlled (npc) sprites and at any one time there are a handful of these on screen.

    I am doing a loop through this sprite type and within each sprite I've saved the UID of a second sprite (of the same type) in a variable. I'll use this UID to reference the second sprite by way of Pick Instance by UID.

    The problem is that I am unable to reference two instances of the same sprite type at once in order to achieve something like the following:

    npc_sprite(1).width = npc_sprite(2).width

    I've put the (1) and (2) in there to demonstrate that these are different instances of the same sprite type, named npc_sprite.

    Hope what I'm trying to achieve makes sense, is there a way to do this?

    P.S. I am only using width as an example as the property I am trying to reference is actually a custom variable.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi cow_trix, I wasn't able to open your demo - said there was an unknown plug in ID.

  • Thanks for the suggestions - I'm using dataStructures plug in and it's doing exactly what I need it to.

  • I'm not sure if that's the problem.

    The basic situation is that I have a platform game with a main sprite that has a weapon pinned to it, when the character switches from moving left to moving right I am mirroring it so that it faces the correct direction. Previously the pinned items would reflect this and also mirror accordingly, this doesn't seem to be happening now and I have to manually mirror each pinned item. This would start becomming laborious if I was constructing a character that had multiple items pinned to it for whatever reason.

    I am not changing the angle value at all (I read the release notes and removed the angle transformation).

    Is this the intended behaviour?

  • Hi, is it possible to shift items in an arrray (this was previously called rotate in construct 1 I believe).

    I am wanting to store the last 10 positions of a sprite so that when a new postion is added to the 10th slot the position currently in the tenth moves down to fill the ninth, and so on so that the item currently in the first slot gets replaced by the second and is dropped off the end.

    Is there any way to accomplish in Construct 2?

  • Hi, thanks for fixing the lag on the pinned items. A new error seems to have popped up in r69. Previously pinned items were automatically mirrored when the item they were pinned to got mirrored. This no longer occurs which will be a problem for any jointed style animations that use pinning to keep elements in the same relative position to each other.

  • Thanks Ashley

  • Hi, an issue I'm having is that the pin behaviour seems to lag so that when you move an object, anything that is pinned to it seems to trail behind slightly for a frame or two as you move it. I was expecting that pin would snap items to each other at the specified relative positions on a frame accurate basis.

    Am I doing something wrong, or is the lag in this functionality intentional?

  • +1 for suggestion #2 - "see the coordinates when moving the hotspot or the collision polygon vertices around. In addition, being able to type them would be PERFECT. "

  • On a side note, since they were mentioned here, what are plug ins written in and how do you go about making one?

  • Thanks chrisbrobs - by adding in the wait command after mouse release everything started working. Slightly uneasy that you have to do that but obviously there's an explaination based in the physics engine somewhere. This works now, file can be downloaded here by anyone interested.

  • Hi, I'm very new to Construct and coming from a long history with Flash development it's somewhat of a revelation. I'm still waiting to see the limitations, but so far I've been really impressed.

    I have one problem though and that seems to be that I can't get any of the physics forces working. I'm trying to create a little physics demo that allows you to pick up objects and throw them. I have the physics world set up and the drag and drop element is working, but for the life of me I can't apply any physics force to simulate the throw on mouse release. My current project can be found here: codeandvisual.com/test/construct_physics/physics.capx

    I've set up last_x and last_y variables on the sprite objects so I can monitor the movement between frames, however I've put that to the side for the time being and am just trying to apply a hard coded force of(1000,-1000) - which to my mind would make it go up and to the right when you release the mouse after dragging a sprite. I've similarly tried setting impulses and setting the velocity directly, but nothing seems to produce any sort of movement besides falling straight down due to gravity.

    What am I doing wrong? Eagerly hoping someone can set me on the right path!