Superelastic's Forum Posts

  • ..he lied...

    Just wanted to say that works perfectly, vee.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Heh, fixed - had to opt in to betas on the free version then it updates both.

    I'll stop replying to myself now....

  • Hmm, just found this:

    Beta updates & x64 support

    We initially launched on Steam with r114, the latest stable release. However you can now also opt in to beta updates and get r117 via Steam. Just right-click on Construct 2 in your Steam library, select Properties, and in the Beta tab select the beta option from the dropdown. As always, beta releases give you the latest features sooner, but are more likely to have problems, so use with caution! Also note you cannot open projects in older releases of Construct 2. So if you save in r117 you will not be able to open it in r114 - therefore be sure to keep regular backups in case you want to roll back.

    However, there is only one choice in the dropdown (opt out of betas)

  • Thanks vee - I think you're single handedly mentoring me!

    Unfortunately, my Steam (personal) version of Construct 2 is 114 and your capx is saved in 118. Hopefully, Steam will update soon....

    I understand the logic though, so will have a crack anyway.

  • Hmm, the image link doesn't seem to work:

    imageshack.us/photo/my-images/715/collisionl.png

  • Hi folks

    I have a slight problem identifying both instances of the same object when they collide.

    This approach brings back identical IIDs:

    <img src="http://imageshack.us/photo/my-images/715/collisionl.png" border="0" />

    Hopefully, I've just messed up the logic and there's a way to use pick nearest to identify the second instance.

    Alternatively, the nearest instance is the initial instance, in which case I need to find the second nearest instance.

    Any help would be much appreciated.

    Thanks in advance.

  • Indeed, only solved by sticking Mobs in a family.

  • Thanks again, vee. I'll have a go at using families.

  • Haven't tried sharing a non image file on here.....

    dropbox.com/s/mi3awr2r9o9kzaj/Alife2.capx

    Let's see if that works.

    Be warned, you may find my programming painfully naive.

  • Thanks for the feedback vee.

    That's much more efficient than messing about with maths. However, they still spawn on top of each other. Am using imagepoint 1.

  • Hi folks

    Having an issue with spawning multiple instances of the same object. My sprite is 32*32 with an image point at 49,16 (where it spawns its child).

    Basically, I don't want to spawn a new child if one of its brethren is in the way. So I tried this:

    <img src="http://img534.imageshack.us/img534/594/spawnproblem.png" border="0" />

    Specifically, I though the "Mob X Overlapping" would stop it spawning on top of an existing instance. Unfortunately, I was wrong.

    Is it not possible to do this? Should I pin another sprite so I can check for overlap on that instead? Or have I just done something daft.

    Thanks in advance for any help.

  • Yes indeed!

  • instance.count seems the way to go.

  • Just one other thing, is there a way to identify the total number of instances spawned for an object. If I can get the total number of IIDs, I can select the last one as the child and the penultimate one as the parent.

  • You've been a great help!

    The spawn is created in a For Each loop so I guess it makes sense that pickedcount shows as 1. Where it spawns that must increase it to 2 until it passes through the loop and reverts to 1.