Paradox's Forum Posts

  • Actually, I would try and have each check to see if the one behind it is in place, and if not, slow it's rotation until it sees one in place behind it.

    They should all self adjust that way, as soon as one slowed, the one in front of it would too.

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  • You could also arrange their z-order, and "For Each" by that order.

  • Would clamp work? - clamp(value,minimum,maximum)

    here's a post where somone else asked about something similar:

    http://www.scirra.com/forum/clamp_topic55697.html

    Here's the manual entry:

    https://www.scirra.com/manual/126/system-expressions

    near the bottom in "Values"

  • Yes, we see the medal on your portrait. You now have a status symbol even Ashley doesn't have. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Not yet, they are developing a new arcade though that will allow bigger sizes. They showed a preview last month, but I don't see it ATM...

    Edit: NM, here it is:

    http://www.scirra.com/forum/new-arcade_topic75147.html

  • Here is your rep page where you can see what you need to finish to get rewards.

    https://www.scirra.com/me/rep

    Be sure to Thumbs up all the good comments whenever a new update or blog comes out, and vote on games in the arcade.

    I believe you need 500 to PM.

  • Uh, I think I understand...

    You can use "count" to know how many instances of an object there are.

    I would create a random number between 1 and the sprite.count, for the first number, the second would be a number from 1 to the sprite.count minus the first number, then split it again, or use the remainder as the last number.

  • https://dl.dropboxusercontent.com/u/85412219/forumposts/spawning1only.capx

    This also uses the sprite count, and sets the behavior "destroy outside layout"

  • This one is probably going to require an example to show what you mean. There isn't time to try and discover the error, which could take all day. So the person who knows what to look for has to demonstrate it. Many times, even the original person isn't able to recreate it.

  • Ashley, you could make newly created group names include the event sheet name, but filter it to not show that part of the name. It wouldn't change existing projects.

    However "This group already exists" sounds perfectly logical to me. I would only expect to be able to use the same name if my intention was to create the conflicts on purpose.

  • Does it work to disable it while the mouse is hovering over the list object?

  • It probably could be done with a bullet too, if it's touching a platform, it takes the direction of the platform. If it's not touching a platform, rotate the sprite towards the ground by say 0.2 or so.

    (every tick it would rotate toward the ground .2 again, simulating arcade gravity.)

  • https://dl.dropboxusercontent.com/u/85412219/forumposts/PickingRandomSprite.capx

    The Pick by UID is in the Sprite, not system.

    I would have put them all in a family and picked once on the family, but I'm not sure if you have the free version or not. (it doesn't support them.

    Another option is to put all enemies as different animations of the same sprite, them you could just pick that one sprite.

  • You have the UID in the variable, now all you have to do is Pick by UID and the object will be "picked" inside the event that picked it.

    All objects are "picked" until you use an event to filter it down to the one or ones you want "picked" then the actions inside the event act on those objects only.

  • I did that once by picking a bunch of random locations on the map, and then picking the location nearest each start location.

    In other words, each of the 9 start locations are predetermined, but they are only used to pick the nearest random location.

    In my case it placed a bunch of castles at random, and then picked 4 that were nearest the corners for 4 players start locations.

    ("Pick Nearest/Furthest" is under "Size & Position" in the object's conditions)

    You could also use the "Distance" expression to make sure they aren't too close together as well.