revengeracer's Forum Posts

  • 7 posts
  • No problem! For me it's good experience learning my way around the engine anyway Best of luck with your game!

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  • Here's a little demo I made, it's not perfect but has the functionality you're going for, I think.

    https://drive.google.com/file/d/0B2F_Vc ... sp=sharing

    Let me know if that link doesn't work and I'll upload to dropbox, left click inside the blue box to start, right click to reset.

  • It just occurred to me that your other issue might be, if you're using something like a stick and you want it to be unstable on a flat surface, you might want to make the collision for the bottom portion somewhat rounded off, so that there isn't a surface totally parallel where the object could be balanced.

  • If you're having issues with objects bouncing off one another, you may need to change the elasticity of them.

    Select the object under the projects bar, then off to the left of the screen there should be some physics parameters. A lower elasticity will keep it from bouncing.

    Sorry if you've already tried that, it just seemed like maybe the most obvious problem to me.

  • Okay, the issue with doing it by families is that if I put those 3 objects into a family, the distance of each corresponds to moving 3 different objects. The game uses a 2D map to create fake 3D ala Doom, so what it has to do is order Planet1, Planet2, and Planet3, then move Planet1vis, Planet2vis, and Planet3vis to the correct layers.

    Sorry if that doesn't make much sense, if I had known what I do now now I'd do it differently but it's not having performance issues, and I don't have to expand on it later so I'd rather not go through 80+ events to make everything choose and use the right instances of different things.

    Here's a test build of the game as-is

    https://www.scirra.com/arcade/adventure ... ight-14461

    So the game has to put the closest planets on top so they overlap the others.

  • mrtumbles

    That sounds like a good solution, I'll look into it.

    99Instances2Go

    I'm taking a look at your capx right now and it's definitely on the right track, I just have to figure out how to implement it here.

    Thanks so much!

  • I have 3 different objects, I need to to put them in order based on how close they are to the player object, send the closest one to layer 1, send the middle object to layer 2, and send the furthest object to layer 3.

    Right now I have a system using a lot of "else" statements, and it works, but I'm sure there's an easier, more condensed way of doing it.

    Thank you for any and all advice or questions!

  • 7 posts