keepee's Forum Posts

  • you could merge the top two events into one:

    +every second

         >add 1 to systemtime

         >set wavetype to ceil(systemtime/25)

    Also you could merge all the enemy objects into just one object, with different animations, and a variable 'type' which makes them act differently.

    That way you could just do:

    +pick a random spawner instance

         ->spawn enemy

         ->set enemy.type to spawner.spawnnumber

  • The easiest way to link is with the .uid's

    i'd have something like:

    --

    +For each Sprite

    +Sprite.IconUID = 0

         >Sys | Create object Icon at Sprite.x,sprite.y

         >Sprite | set value IconUID to Icon.UID

    --

    and then, to set the position of Icons..

    --

    +For each sprite

    +Pick Icon by UID: Sprite.IconUID

         >Icon | set position to sprite.x, sprite.y

    Edit: For the whole positioning/ transparency thing you could do:

    +For each sprite

    +Pick Icon by UID: Sprite.IconUID

              >Icon | set position to clamp(sprite.x,Viewportleft(),ViewportRight()), clamp(sprite.y,ViewportTop(),ViewportBottom())

         +Sprite Is on Screen

              >Icon | set invisible

         +Else

              >Icon | set visible

  • Sounds like it should work fine.. can you upload a screenshot or .capx?

  • in your distance expression, you're multiplying wall.y by 0.1.. you'll wanna keep that outside the brackets so it's

    distance()*0.1

    although i think 0.5 might be more what you're after

    also you should save it as a .capx file and upload that, it's the folder contents but zipped up, and can be opened by c2 directly.

  • Why not just make your own drag and drop with events..?

    +on mouse clicked on object

         >set object.drag to 1

    +if object.drag = 1

         >set object.Y to mouse.y

    +on mouse left click released

         >set object.drag to 0

  • There's an action for lowering the position/velocity iterations

    lowering it is supposed to be less cpu heavy but honestly, last time I fiddled with it it didn't make any difference.

  • It's good,

    you could do this with multiple instances of the same scarf object (instead of scarf1,scarf2 etc) and a loop, .. that way you could make it however long you wanted with the same events.. but if that's not a big deal, and if you don't mind the extra objects, then this is fine.

    also if you increase the linear damping, the scarf will trail more. It's basically air resistance.

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  • sqiddster Whiteclaws justifun

    guys, look at nimtrix's cap, you don't need anything like that..

  • Nope, 'for each' is all you need.

    +For each object

    +compare two values: is distance(player.x,player.y,object.x,object.y)

        -> actions

  • If you know for sure what the value of the instance variable is on the object you want to affect.. you could just do:

    +on object collision with object

    +object.variable = [number]

         ->your actions

    If however, you don't know what the value is.. but need to check for the one with a lower value for example.. (like health points) you could do:

    +on object collision with object

    +for each object ordered by object.health ascending

         -> stop loop

         -> your actions etc

  • Have you looked at the toon effect? (just making sure)

    It doesn't do opacity thickness or colour but I guess it would be a good place to start..

  • The reason the distance was increasing is because on every single tick it moves in a straight line that is 90 degrees from the direction to the centre.. In a sense it's not truly curved, the angle is just corrected 60 times a second.

    Imagine what happens on a single tick, and if that distance was 200 pixels instead.. i think that makes it easier to see why it's moving further away from centre.. i hope .. I can totally understand the confusion though.

    edit: you should try something like this, it's more or less what newt was saying.

    <img src="https://dl.dropbox.com/u/53374990/Forum/orbit.png" border="0" />

  • ptbcomposer

    int(clock) will clear the decimals

  • Nope, it just returns a random number in between the two values.

    and if you only put one number in like random(5) it will interpret that like random(0,5)

  • How does the button actually work? Is it fading out, or animated?

    What does it do before it allows you to click on it?