Sargas's Forum Posts

  • also, when copying the events for one player to the next, the "replace object" options really comes in handy!

  • statelessrich thats because it's not "set value", but "set boolean", it's right by it's side :D

  • The cat with the lemon helmet is quite the little brat.

    Anyone with at least basic construct2 understanding would figure it out.

    Debugging is quite an art.

    Before debug mode came out, we ignorant savages would just set Text objects to check for stuff...

    fassFlash welcome to the internet.

  • The way I make grids, is to set the position in intervals of 20 (or any number you want), using this:

    Sprite;

    Set X to : (round(Sprite.X*0.05))*20

    Set Y to : (round(Sprite.Y*0.05))*20

  • hey, that did it :D

    awesome ^^

    i had no idea, it was owning me 2 gold badges, not just 1 xD

  • I think i got it, I'll try to make a simple inventory. I'll have it when I come back from work tomorrow, in about 18 hours from now :D

    (in case no one else post something better sooner)

  • when I've used solid on a pathfinding object, it wont even move, as it is it's own obstacle :D

    statelessrich, I don't think the "flag" boolean will work as intended here. you're toggling instead of setting it to true, which means that if your character as line of sight it will be set to true the 1st time, and to false the second time.

    you want to do this:

    if line of sight -> set to true

    else -------------> set to false.

  • oh, awesome =P been wondering how to do this for some time now.

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  • sqiddster oh, that's awesome man, think it will work :3

  • Thanks for the help guys :D. As it turns out, it does what I wanted to do... However, I don't think it's worth the trouble, since in my game it was just for aesthetics, and it requires math that is WAY too complex for my tiny brain =P. Specially since I would have had to modify it to work with a dynamic number of lines.

    But, in case someone's feeling generous: My roads are segments of straight lines joining nodes of a pathfinding. You can have as many roads as you want in the game, with intersecting segments all over the place. So the lines intersecting would be of the same instance. Also, once the segments are set, they won't ever move from that place.

  • sqiddster could you re-seed the link to the example you provided in this post? :D

    I'm looking for a simple as posible way to achieve this (I opened a topic)

  • Whiteclaws damn, didn't find any, I should have looked better. Going to

    go look now =) (Edit: didn't find any that did this, would you be so kind as to paste a like here <img src="smileys/smiley1.gif" border="0" align="middle" />

    Darklinki It's for a road system, where objects follow the lines, and know where the intersections are beforehand. The roads are created in real time by the player.

  • Does anyone know of a reliable way to pinpoint the exact coordinates at which two objects overlap?

    I know that if the objects are 90? this is pretty easy (you use the vertical one's X, and the horizontal one's Y) however, I have no clue how to do it if the objects are at an angle other than 0 or 90.

    <img src="https://dl.dropboxusercontent.com/u/20613220/Captura.PNG" border="0" />

    This show how it should look.

    Also: they wont overlap at their origins.

  • that wouldn't work, the default event overrides the trigger.

    sqiddster after a brief testing period, i agree with your idea. seems to be the only way to achieve this. hopefully he doesn't need many buttons xD

  • where you would normally place the value

    on the "set text as", you'd normally just input the value, instead input "round(value)" or "zeropad(round(value),3) for a zeropaded rounded value :D