megatronx's Forum Posts

  • megatronx

    I made a sample capx, which assign a new target before hit current target, the current target will be overwrote to the new one.

    Brilliant! Thanks! But unfortunately I'm still on 173r.

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    Yeah, it's nice to have plugins for free. But on the upside maybe now we will finally see properly working wrappers, which would be a massive benefit. And I get it that it's hard to maintain such huge projects while not making any money out of them. So it will be fair.

  • Yeah +!

  • megatronx

    Uh... no, it would not. It will move to the latest target set by action. And there has an action to stop the moving.

    Yeah, but stopping the moving is not canceling the target. Would it be possible to change the target on the go?

    Cool. I've got loads of unused hq music lying around my hard drives.

  • megatronx

    Do you mean that pause/resume the moving by action?

    I would like to be able to cancel the previous movement coordinates. So lets say, I set move to X, Y, but in between I want to change those to another target. But as it is right now, the object will have to get to original target first before moving to the next. I would like to stop it, and move to new target even without it reaching original target.

  • I use MoveTo a lot. I have made a little state machine with scripting for it.

    rexrainbow any chance of adding "interupt" action to MoveTo plugin? THX!

  • Hi,

    I'm wandering if majority, if not all, of today's gamepads have analog sticks that can be pressed/pushed down?

    Thanks

    M

  • > just setting each value using actions, on startup is faster?

    >

    oh I assumed you meant "faster" as in, which happens quicker..i.e computer speeds. Information I've loaded from tables are slower than loading information from variables or direct assigning. I've had to add Waits before executing certain code blocks because loading data from a table is slower than a tick. Whereas assigning table data through direct assigning happens in 1 tick.

    Adding wait is not best way to do it. Most efficient way to build certain chain reactions is state machine. Unless you have some massive array to deal with, like a big level, arrays are fast enough.

  • same here, also logs me out again on each session

  • You got to make a condition that walls can't be selected

  • Just Ignore sprites that have disabled collision.

    Just add it a viariable, boolean, true/false, and let it only be clickable when true.

  • Why is it not good enough? You can check for every possible animation name your colleague is using, and sticking to the same naming standards is generally the best practice overall.

    Not that simple unfortunately ^^''

  • Maybe you can make the conditions for animation check a sub-event and then right-click it and say "make OR block". That way the code above and below wouldn't need to change.

    Tanks, but that's not good enough.

  • Hi,

    I would like to suggest adding tags, that can be used to check animations and all other things that conditions are based of checking a string, and that do not have tags yet ( with exception of variables ).

    As it stands, I'm working with one other person, and since he is using different naming conventions then I do, I'll have to change loads of events now to accommodate his naming conventions. Having tags would let me call or check particular animation ( and whatever else there is that require to manually edit the name inside condition) by tag, letting him or me change the names freely without affecting the actual events.

    Thanks!