oosyrag's Forum Posts

  • Could be a bug, file a report

  • Do you have any blending modes on either your hud layer or hud objects?

  • Add a system pick all object condition after your on touched object condition.

  • Sorry I just tried it myself and it didn't work that well.

    8 Direction simulation seems to do the job better.

    https://www.dropbox.com/s/8xnl5tx7tq020 ... d.c3p?dl=0

  • Every x seconds, spawn shadow ball with fade behavior on ball.

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  • Loop through every value, add it to a variable. If the variable is not 0 in the end, then they were not all 0.

    Edit/ I think I misunderstood. Try

    | Global number Variable1? = 0

    + Array: For each XY element

    + System: Variable1 = Array.CurX = Variable1+5

    + System: Variable1 = Array.CurY = Variable1+5

    -> (no actions)

  • Rather than using drag drop behaviour on the sprite, use it on an invisible helper object. Have the visible sprite move as bullet towards the helper object. Upon "drop", set the invisible object's position to the visible object.

    Your visible object will now respect solids and collisions.

  • 2 ways:

    Dedicated host - this host will save all "chat logs" via localstorage forever. This particular client always has to be on, or at least end up hosting every game.

    Third party database, like firebase, photon - Send and retrieve your "chat logs" to a third party server, where they can be accessible any time.

  • A sinus?

    Try sin(pi*x).

  • Idea is similar, you can still pick nth instance by loopindex, just add a Pick All condition before Pick Nth instance with loopindex. Then it will go through each instance of your textbox one at a time.

  • 1-16(x-0.5)^4 will give you more hangtime, but is a bit unnatural.

    (x=(Sprite.Timer.CurrentTime("jump")÷Sprite.Timer.Duration("jump"))

  • Like for exemple if I want this kind of curve :

    Timer = 0 Sprite.Y = 500

    Timer = 0.25 Sprite.Y = 200

    Timer = 0.5 Sprite.Y = 0

    Timer = 0.75 Sprite.Y = 200

    Timer = 1 Sprite.Y = 500

    Or with variables that it can be ajustable...

    Thanks !!

    The formula I gave you should already be very close to numbers you described. Just change the TargetY to -500 instead of -100.

    -> Sprite: Set TargetY to Self.Y-100

    to

    -> Sprite: Set TargetY to Self.Y-500

  • Wow Thanks ! This is helpfull

    But I don't get this line :

    + Sprite: [X] Is Timer "jump" running

    I didn't write it and it seems to work...

    You said it would be possible to fine tune using qarp, I'm researching this way but... is someone knows about that ?

    This is just an added condition so that if the timer is already running, you can't jump again until it is over. Right click and set inverse. Basically means Is Timer "jump" NOT running.

    It should work if you don't have it, but you'll just be able to keep jumping even when you're in the air.

  • For precision movement over time, I like to lerp a set origin and destination over a timer duration. You'll need the timer behavior, and two instance variables for the original position and the destination position.

    For the jump gravity motion, a simple inverted quadratic equation should simulate it fairly well. It would be y=1-4(x-0.5)^2 in this case, where the x value of lerp will go up to 1 and back down to 0 on a parabolic curve based on the amount of time passed over the total timer duration.

    Here is what the events should look like:

    + Keyboard: On any key pressed

    + Sprite: [X] Is Timer "jump" running

    -> Sprite: Start Timer "jump" for 1.0 (Once)

    -> Sprite: Set OriginY to Self.Y

    -> Sprite: Set TargetY to Self.Y-100

    + Sprite: Is Timer "jump" running

    -> Sprite: Set Y to lerp(Sprite.OriginY,Sprite.TargetY,1-4×(Sprite.Timer.CurrentTime("jump")÷Sprite.Timer.Duration("jump")-0.5)^2)

    The qarp expression could probably be used to simplify the equation but I never really wrapped my head around it... It could probably also be useful if you wanted to fine tune the motion.

  • I for one do not know what a native review is, so that might be why you aren't getting any replies.

    Linking to the store page seems like it would work fine.