keepee's Forum Posts

  • if you've cropped them and set the collision.. there shouldnt be any border around them..

    care to upload a .capx?

  • the dog is probably passing over the pooSpot so the condition is never met

    if the pooSpot.x is 200 for example..

    the dog.x might go from 198 to 202 in a single tick.. it depends on its speed

    a way around this would be to change

    pspot = int(dog.x)

    to

    system| is inbetween values:

    pspot.x-16 > dog.x > pspot.x+16

    this means if the dog is within 16 px of the spot, the condition is met.

  • from the cap it looks like its working.. you just need to change move at angle to:

    move 5 pixels at angle self.angle-90

    or..

    you can rotate the ship sprite 90 degrees to right. which is a better idea

  • have you checked out the pathfinding behaviour?

  • gravitation seems to be more for planets etc

    you might have better luck just making your own gravity..

    on start of layout set gravity to 0

    and then to make your own its a case of applying force every tick

  • you're using a plugin 'pause' in your .capx, which means that anyone who doesn't have that plugin installed won't be able to open your .capx

    just as a heads up.. more people might respond if you temporarily deleted the events relating to that plugin and reuploaded

  • exporting as 'node-webkit' is for desktop

    edit: whoops it isn't available on free

  • are you aware of the tokenat() and tokencount() expressions? they might be all you need

    you could store your dialogue in a string variable.. whether global/local or private as an instance variable on a character.

    storing the dialogue like this:

    Good morning, Commander./Today, you have an appointment with Alex 9 AM/Please proceed to the meeting room immediately

    means that you can return parts of it (tokens) using tokenat(text,index,separator)

    indexes start from 0 so it goes like this:

    tokenat(Dialogue,0,"/")

    returns the first part

    tokenat(Dialogue,1,"/")

    returns the second part

    etc

    tokencount(Dialogue,"/") as you've probably guessed returns the amount of tokens.. it'd be useful for automating the dialogue without having to do an event for each line.

  • a few ways to do 'is within 20px' along just the X axis would be:

    system compare two values | abs(platform.x-platform2.x) is less than 20

    or

    system is inbetween values | platform2.x-20 < platform.x > platform2.x+20

    but like i said, filtering could be a little awkward depending on your context.

    also if you use username itll notify them directly! i only saw this reply by chance

  • you should probably accommodate for any changes an update makes, it can be a little annoying sometimes but it'll be easier in the long run

    but anyway, if you multiply your force by 1-(distance/radius)

    so it looks something like:

    Force*(1-(distance/radius))

    (where radius is the maximum distance)

    It means the force will be less the further away the object is.

    you know, so it won't be weird when an object is 1px outside of the radius and isnt affected at all, but then may be just touching the radius and suddenly will be blasted away at full force.

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  • dooley did you check my cap before posting?

    it takes into account distance etc

  • preview

    There is a second method in this .capx, which applies a force to the 4 corners of the box instead of just the centre.

    This is so that even if the explosion centre only has a direct line to one of the corners, it will still push it.

    .capx

  • are you talking about an explosive box splitting into parts first? or just the objects around it getting pushed away?

  • A way to differentiate between two instances of the same object would be to use a family with just that one object in.. i like to do it so that if the object is called 'platform', create a family called 'platform2'

    that way you can do

    +if platform is within 20px of platform2

    destroy platform 2.. or move or whatever

    You'll probably need to fiddle with other filtering of instances.. so that it only applies to the platforms just created for example. but im not sure the context its in so i cant give a definite asnwer

  • click to drag boxes

    preview

    seesaw returns to its normal position with 'apply torque towards angle', with a torque force that is proportional to the angle difference (otherwise it will vibrate back and forth)

    i dont think you need to make the force proportional though.. you could just try setting the angular damping very high

    capx