newt's Forum Posts

  • Like name your instance variables "gun1", "gun2", "gun3", etc.

    Then in a system comparison within a loop compare variable("gun"&loopindex) with your other value.

    Might need a str() before.

  • Does varaiable("yournamehere"&loopindex) work?

  • There's always the plugin route, in fact this runs almost parallel to the planned Spriter plug Lucid, and Brashmonkey are doing.

  • Well if I asked you to move random(x) feet, what exactly would that mean to you?

    The reason I ask is because at this point it means the same as random(a), or random(n), or random(z) to me.

    Good chance that it would mean the same in C2.

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  • I'd suggest using the 3d object, or even a mesh rather than the 3dbox.

    Much more variety that way.

    Anyway, many, many possibilities.

    boxyperlin

  • You could try destroying the object on click, and then creating a dummy that doesn't use physics.

    Then on mouse release, destroy dummy, create physics object.

    Trigger once is your friend.

  • The main limitations of CC are: You must have the latest version of DirectX 9 installed, not just 10, but we haven't seen any issues having both installed.

    Then another is hardware acceleration, or rather the limitations with vram. While its great for multiple small instances, large textures simply eat it up, so a great deal of planning is in order.

    You can't just pile on megabytes and expect great results.

    I would say dealing with the quirks of the program is an issue, as I hear that repeated quite often, but the fact is you'd have stuff like that in any language, or engine.

  • I want to draw a line, which will start from one point (ImagePoint) to the next point. I did it with setting line width with each tick, but it draws from the point in two directions and I want it only to go up. So basically I want to draw a line which will go just in one direction (upwards). How to do it?

    Did you try to set the hotspot to the side of the image?

    Like for width set it to 0x, or 4 on the numpad.

    The if using height set it to y max, or 2 on the numpad.

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  • You would do it via events. Like if dummy variable =1 set position to mainsprite image point("1")

  • You can use dummy sprites set to select image points on the main image.

  • This plug: Data Structures

    Would be ideal using 2 timers and a lerp, plus another copy of the plug for the y, unless C2 gets variable vectors at some point.

    You could use the array object as well, but you would be limited in how many nodes you could add.

    Then again, it might be possible to create local variables here as well.

    Dunno for sure have delved into them much yet.

  • No go in r62.:(

  • Well, need more info. Shortest to what?

    The usual detectors are overlapping at offset, and distance().

  • Also, if there is any way to determine which way the enemy will follow the wall in Step 2, that would be great. Perhaps using invisible collision objects?

    You can choose left or right randomly. Like if random(2) = 0 set angle to .angle +90, if random(2)= 1 set angle to .angle -90