Pecek's Forum Posts

  • Well, I found a workaround for this, it's still not quick enough, but way better than my original solution.

    If someone is intrested in this in the future...

    When you loop through an object's instances in the event editor, it's picking the other objects in the same container, so this way it works.

    + System: For each a

    SOL.b.x = SOL.a.X

    SOL.c.x = SOL.a.X

    etc

    I tried this with 15 object, if I only use events it's running , this way 900-1200fps, and in pure python I got only 200-220fps(ouch).

    Note: these values can be a lot higher(I've got the same fps with the mixed solution when I only checked them every 20-30ticks) if you not loop through all of them every thick, but that is only in option if you don't use vsync of course.

  • + some condition

    -> Sprite: Set angle to Sprite.Value('xx')

    if you want to set a private variable you can do it like this:

    + some condition

    -> Sprite: Set 'xx' to Sprite.Angle

    Or you can do the same in python

    Sprite.SetValue('xx', Sprite.Angle)

    and

    Sprite.SetAngle(Sprite.Value('xx'))

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Is there any way to go through all of the objects of a given container?

    I did it with nested for loops and some variables, but if there is lots of objects it's slows down as hell of course.

  • If you want the laser looks continous, then you shouldnt spawn them over and over, create just one per "zonenode", and set it's height\width and angle.

    About the object picking. You should use families, if you do so, you can pick two instance in the same expression(so you can set the "start" and the "end" position of your laser.)

    If you only want one laser per instance, just pick the closest object.

    Hope it helped, if not, I can make an example later.

  • I don't care much about safety, if someone want to crack it, then someone will crack it. It's simply a lot cleaner if there is one(or some) files instead of lots of folders and subfolders.

  • I would like to separate the content from the exe, is there any way to load images from a given file? (I want a big .dat file for example, with all of animations, sprites, sounds, etc.)

    I tried the zip plugin, but it looks a bit overkill to me, I mean, I have to extract-load-delete all of the files I want to use, this isn't sounds like a great method of doing this kind of stuff.

  • That won't solve the problem if he only want to freeze the movement while anything else goes normal(a particle based cursor for example.)

  • Construct Classic is the best in my opinion. It's fast, extendable, and easy to use, what else should we want? <img src="smileys/smiley1.gif" border="0" align="middle" /> Maybe a proper python support, but it's still one of the best 2d engines(at least on windows.)

  • ..but what is the point of that? I mean, the platform movement has two real benefits, you can move around instantly, and you don't have to deal with "physics". But if you only use the physics behavior, you can manipulate the whole scene easily, and that IS a good thing in my point of view - explosions, wind, etc. Yes, I know, you can do these things if you combine the platform\physics behavior too, but it'll be a way more messy than it should.

  • Don't combine other movement behaviors with physics, take the platform behavior out and move Sprite3 with physics(set the velocity, or the force when you press one of the movement buttons.)

  • Error (403)

    It seems you don't belong here! You should probably try logging in?

    I only got this message.

  • Share the public link please.

  • scirra.com/forum/construct-classic-r2-released_topic48884.html

    did you downloaded it from here?

  • Physics on uneven terrain is a bit tricky, since it's doesnt use a per pixel collission, you have to set the collission masks by hand.

  • dl.dropbox.com/u/2721498/2stroke/Construct/cap/boomerang.cap

    As far as I see it works.

    Btw if you move your character, you have to update the end coordinate(simply add a move to object action to the end.)