Nimtrix's Forum Posts

  • About 1), there's no real difference, only convenience. The create object allows you to specify exactly where you want it to spawn.

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  • Yeah, it shouldn't show up in the object bar, have you seen this tutorial?

  • This probably means you've already inserted it into your project. You only have to do it once you know, and you don't have to add it to your layouts, it's just there, in the background, like the keyboard, mouse and browser objects. (to name some of them)

  • I don't really see why you'd need it though. If you use a variable containing the end value for the loop, you can just do "variable-loopindex" and it'll start on the variable value and count backwards to 0.

  • Well yeah, I'm not sure if this is what you're looking for, but moving object with the mouse is really easy if you just add the Drag&Drop behaviour:

    ManholeCover.capx (r134)

    I also added an event to snap the cover back to the hole if you drop it on top of it. Like I said, many ways to move objects. And yes, all directions are possible.

  • Ok, don't use "System -> Wait", that's what the timer variable is for. You'll need one timer for each skill, the variable "firetimer" is supposed to start at the amount of seconds you want the cooldown to take. Then it counts down to 0, and when it hits 0 you can fire again. If you fire, the timer should be set back to the amount of seconds the cooldown should take.

  • I'm pretty sure I read somewhere that for loops in C2 don't count backwards, can't seem to find where though.

  • Link works. What exactly do you intend to do with the functions, replace your current setup? Or what kind of variables do you need to, as you say, calculate?

    I'm sorry, I'm just having a hard time figuring out which parts you're happy with and what you want to change.

  • Ah, yeah the platform behaviour will make your objects collide automatically, no need to add solid behaviour, only add it to ground and wall objects. (and similar things)

    This is also true for the 8dir behaviour and the car behaviour.

  • Whiteclaws

    I think you may have missed the point, he's looking to have enemies that patrol, chase the player if in view, but return to their original, pre-determined path if you escape or die. None of the examples in the FAQ cover this as far as I can see.

    Edit: I'll probably have a go at this when I have time, need an excuse to test out the LOS behaviour anyway.

  • Whiteclaws

    Indeed, at least I provided some additional info, so not completely useless. <img src="smileys/smiley14.gif" border="0" align="middle" />

  • Well, I can't help with no info about the problem. <img src="smileys/smiley2.gif" border="0" align="middle" />

    You can upload your file to dropbox then post a link here if you want me to have a look.

  • Yeah, skip the behaviour and control your camera with events. Use every tick as the condition, then "System -> Scroll To position" actions allows you to set the exact point for the scrolling, and if you use the lerp expression for this as well, you'll get smooth scrolling. (if needed of course)

    Then you just set it to scroll to Player.Y - Offsetamount.

    Or for smooth:

    lerp(ScrollX, Player.X, dt*scrollSpeed)

    lerp(ScrollY, Player.Y - offset, dt*scrollSpeed)

  • No problem.

    It's a common problem people not finding the beta releases, hence my signature, used to be worse before the site re-design. <img src="smileys/smiley36.gif" border="0" align="middle" />

    Anyway, did you sort out all your problems? I'd be happy to help if there's anything else.

  • Sure thing, it's a bit hard to explain so I'm just gonna redirect you to this handy tutorial.

    If you have any problems, feel free to ask and I'll put together an example for you or something.