LittleStain's Forum Posts

  • I guess using a distance check followed by an is overlapping at offset check would do the trick..

    Ofcourse you could always use a loop, but Using the distance check first would prevent unnescessary checks..

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  • I'm glad to say, you can not..

    Would be pretty terrible if you could..

    Anyone with an exported version of your project would be able to get your exact events..

    That would be a devellopers worst nightmare..

  • > Insert all objects into one family and make an event where the family collides with itself?

    >

    it one sprite randomly spawned all over the layout

    Please explain what collide with themselves means..

    What movement behaviour do they have, what actions are attached, what do you want to happen when they collide?

  • With draw do you mean visually?

  • Every x seconds is counted from the start of the game..

    In this case the start of the game is the start of this layout..

    the wait two seconds in the "on start of layout" ends exactly at 2 seconds, which is the same tick that gamestate is set to count and that tick the every x seconds is also true..

    Simple..

  • it gives the speed for the moving platform

    So, you should change that to change the speed..

    Stopping the platforms would consist of changing the speed to 0..

  • And what exactly does that Global constant do and is there any specific reason it should be a constant?

  • That's why I asked..

    What are you using?

    You need to know the current time, although you say you don't..

    You could either get the system date/time with the plugin by rex, or maybe retrieve it from a website using Ajax somehow..

    I guess you should have a look at the plugin in the plugin section of this forum..

  • How would you know how much time has passed between closing and reopening the game/app without knowing the current time?

  • Should be easy, if you set everything up correctly..

    If you are creating family sprites through events, you should use

    on family normalmaps created

    pick family sprites nearest to normalmaps.x,normalmaps.y (or use is overlapping)

    family normalmap pin to family sprites

  • I also tried doing negative with b :/

    I'm not sure what you mean by this..

    The above expression by newt should work..

    What are the conditions of the event to which the set opacity action is attached?

    Could there be conflicting events?

  • > I don't understand..

    > You want to pin objects that don't exist on start of layout?

    > You can't perform actions on objects that don't exist..

    >

    Then, why works? , This event actions works for me:

    On Start Layout

    for each (Family) Sprites

    (Family) NormalMaps | Pick nearest to ( Sprites.x , sprites.Y) -> Do (Family) NormalMaps Pin-To-Pin (Family) Sprites (Position&Angle)

    I have various objects in the layout that have a container that includes another that is the NormalMap, and when the game runs, with the previous event, every object creates their own NormalMap and gets pinned, so it's already works!. I guess the container action is made before the event "on start layouts" started, but as i said it's already works. Maybe to be more correct i have to change to "On loader layout is complete", but as i said it already works.

    -

    So, for the objects that are already in the layout before the game runs they create another object that is the normal map and gets pinned. They are asteroids that move and rotate and as i said works, try it yourself if not believe me.

    Also i already have working that when a specific/individual object is created get the normal map pinned, but i can't get it working for a family and that's my question.

    I have that every X seconds an asteroid is created. This asteroid have a container that includes the NormalMap image. If i add this event works:

    On ObjectX created -> Do ObjectX_NormalMap Pin-To-Pin ObjectX (Position&Angle)

    So the idea is made that instead of add an event for every object created pinn to their normalMap i want use an event with family or similar to do the same like in the "on start layout" and save add events for every type of the objects created.

    Your problem here is that the family is not in a container..

    The objects in the family are..

    When an object is created it automatically creates all other objects in the container..

    If you reference the family in the event, it could be any instance of the family, if you reference the object, it will only be the one inside the container..

    The reason it works in the start of layout is because you use pick nearest of the sprite-family and I guess the nearest is the right one..

    When using a container, pick nearest shouldn't be nescessary, but this might work:

    I would use the sprite-family on created, pick nearest enemy and pin, because it's possible that the sprite-family object doesn't exist yet on enemy-family created..

  • Cloned or copied?

    So..

    Instances of the same object or different objects?

  • Add a timer.

    on timer set a variable.

    Move things only when variable is a certain value..

  • Although I'm not sure why your setup is the way it is, if you want to keep using it this way the easiest way would be to set the paralax of layer "Front" to 0,0 and add this event at the bottom of your event sheet

    system every tick

    player set x = 429