novs12's Forum Posts

  • 14 posts
  • Hey,

    Is there a way to make Physics Layers so that a physics object will only collide with another physics object if its on the same layer as it?

    Or simpler, make it so a physics object doesn't collide with 'x' object, but with all others?

    Thanks!

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  • Tekniko

    Hey, sorry for any confusion

    But I want the following to happen:

    Instead of the block the ball is hitting breaking, how can I make it so one of the blocks to the right destroy instead?

  • Anyone know the solution to this?

    I provided a .capx for you in the post above.

    Thanks!

  • You can possibly destroy the old sprite and create the new one in the same position?

    Edit: Or create an animation frame of all the skins and just change the frame depending on what skin you want.

  • dl.dropboxusercontent.com/u/84259828/example.capx

    There is a capx link to a very basic scenario of what I want.

    Instead of the block the ball is hitting breaking, how can I make it so one of the blocks to the right destroy instead?

    If you want to just edit the capx and re-upload it that's fine!

    Or you can just explain here!

    Thanks!

  • Hey,

    I have an object sprite that is repeated more than twice.

    How can I destroy a specific instance of that object when an event happens?

    Right now I can only make it destroy the object, removing all of them.

    I want it to destroy a specific instance of the object.

    Can this be done with UID?

    Please enlighten me!

    Thanks!

  • Thanks for the replies guys, the max() function is exactly what I was looking for!

  • Hey,

    I'm making a game where the user can shoot a ball.

    The balls velocity increases the further away the mouse is from the cannon when they click.

    Although, I want the balls velocity to increase up to a certain point.

    So when they click I want to do something like this:

    If the distance from cannon is > 500, then force = 500 else force = distance

    But the only way I can see doing this is by making a variable and then assigning that the distance and then using that variable to check that the distance isn't over 500 and then assign a force based on that result.

    What is the appropriate approach for this?

    Right now my event is

    Apply force distance(ball.X, ball.Y, Touch.X, Touch.Y) * 5 toward (Touch.X, Touch.Y)

    Thanks!

  • That's what I was thinking, but I figured there might have been a more appropriate approach to it.

    Thanks!

  • Hey,

    Using the physics engine, I have a sprite that is rectangular.

    I want the sprite to be pinned in it's center so it does not fall with gravity, or move from that position, but also allow it to rotate along the center.

    So that if a ball hits it it will rotate properly.

    How can I go about doing this properly?

    Thanks!

  • Hey,

    Using the physics engine, I have a sprite that is rectangular.

    I want the sprite to be pinned in it's center so it does not fall with gravity, or move from that position, but also allow it to rotate along the center.

    How can I go about doing this properly?

    Thanks!

  • Hey,

    I'm looking to create a terrain like situation for instance like a mountain that a car has to drive up.

    How should I implement the physics collision mask?

    Should I draw the mask to line up with the terrain all the way up?

    Would that be the best way of doing it?

    I ask this because the editor says not to use more than 8 collision points or performance may decrease, but if I do it this way I will have probably over 100.

    The object will be immobile so I think that would cut on CPU stress a lot.

    Is this a good way of doing it?

    Thanks!

  • Well, I'm sorry It seems I can't delete this post.

    With the collision mask set to "Circle" I've now got working, this is the appropriate fix for my problem!

    If anyone else has this issue that is your fix!

  • Hey,

    I'm making a ball based game and I'm wondering if I can make a perfect circle collision mask for it.

    As of right now when I set it to circle it still has faces and kinda stops on the face instead of rolling to an appropriate stop.

    How can I go about this?

    Thanks!

  • 14 posts