keepee's Forum Posts

  • not sure I understand.. do you mean to fill an array with values manually?

  • psycholize, using pickedcount, you no longer need the families

  • from the first thread you posted:

    I think you need to be a little more specific about that. What exactly is the problem? Where do you get stuck?

    Two ideas/questions from the top of my head:

    1. Did you work your way through the getting started tutorials here in the tutorials sections? That covers a lot!

    2. Write a game design document: What is the gameplay like? How do the gamemechanics work? etc. Then, starting with that you can begin coding/building step by step. If you get stuck, you can ask more specific questions here! ;o)

    Regards,

    Chris

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/53374990/C2%20Cap%20uploads/varcrash2/01.capx

    Steps to reproduce:

    1. change sprite.variable1 from number, to text

    2. preview

    3.

    Observed result:

    crash!

    Expected result:

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    win 7

    Construct 2 version:

        r130

  • ah right,

    in that case, you can put all the touch-destroyable objects in a family and then just redo the events for the family so its just..

    touch|on family touched

    family|pick top most instance

    destroy family

  • Tekniko, nope, I just levelled up my magic missiles. pew pew, mother<img src="smileys/smiley35.gif" border="0">

  • there's literally an expression called 'anglelerp' that works exactly like lerp, except it takes into account the sudden jump from 360 to 0 degrees.. so it always does the shortest turning

    (or 180 to minus 180, rather)

    edit: forgot to refresh tab and got double ninja'd by twenty whole minutes.

  • || Sounds fun, especially when riding across other physics objects.

    yup! like in old cartoons where a character is riding a barrel, and has to run backwards to make it go forwards

    || In my Case it's flying with two button controls.

    ah ... it might be a bit crappy in this case, it'll just make it turn very stiff.. like in asteroids.

    Best do it by applying torque...

    relevant protip: set the angular damping very high to stop it from spinning too much when you stop turning

  • I don't fully understand the explanation of what you want, but I think I can guarantee that is is possible..

    There are multiple ways of pairing or connecting objects.

    The simplest way is via 'Containers', the manual page for them will explain it better than me.

    but..

    a more flexible way and possibly what you need is to manually store UIDs (unique ID) in private variables.

    First, give ObjectA the private variable 'objectBuid' or just something like 'bUID' for short..

    then, when you want to pair them, (for example on creation of the objects, or on a 'connection'), Object A can store the UID of Object B like this:

    set objectA.bUID to objectB.UID

    and so then you can pick the right objectB that is referred to in objectA.bUID

    for example:

    +on objectA clicked

    +pick objectB by UID : ObjectA.bUID

    hope that wasn't too confusing.

  • ah i see, my bad.

    although you could actually try what I said and see if it works for you.. depending on your context i guess...

    I've set my characters collision object as a circle, and to move left and right it sets angular velocity clockwise or anticlockwise. It actually works pretty good.. Changing the friction adjusts the inertia.

  • the gui icons are all like that..

    If I recall correctly, I think they used to be coloured. They might just be old screenshots you're comparing to.

    also your general windows interface seems a very light grey.. i think it's adopting that colour from the system scheme which makes it seem more washed out.

    aaand, this might not be possible in free version, but try (in the 'ribbon' bar) going into View > Style > pick a theme.

    Save your work before you do that though -most of the few times i tried changing it, it crashed. although that might just be me cos I use a different windows shell

  • This seems odd, because the manual says AngularVelocity outputs "The current angular velocity (rate of rotation) of the physics object, in degrees per second." and not degrees per tick or something.

    The difference is that you are directly setting the angular velocity... like forcing it to to turn at this speed on every single tick...

    whereas applying torque every tick will 'add on' to the ang veloc every tick, and this is where the torque force will be affected by delta time and subsequently affect the outcome ang veloc

    the same is true for using 'set velocity' instead of 'apply force'

  • yeah, it's just in project properties bar under 'online multiplayer'

    just set it to 'massive'

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  • +touch | on object touched

    +object| pick top most instance

    destroy object

    the condition is near the bottom.. under Z order

  • I've tried a bunch of different stuff to make the physics movement behave similarly with different frame rates but it's pretty awkward

    a lower frame rate means the resulting velocity from apply force/impulse is much bigger, so you jump higher for example

    something I experimented with and ended up keeping was making instance variables on each physics object, 'forceX' and 'forceY' and instead of 'apply force..' i use 'add to forceX'/add to forceY instead. and at the very end of the events sheet, it sets the velocity X to it's current velocity X plus the forceX value.. and then sets the forceX variable back to 0 for the next tick. Same for ForceY

    now I dont know for sure whats going on under the hood, but i guess this means it's not doing a bunch of force iterations each tick, just one. The effect this has is that a lower frame rate means you jump slightly lower instead of higher (the difference is lessened too). Which is arguably better.. just try your best to make the game run at a consistent 60 fps. and maybe let the player know that 60 fps is really how it should be played.