Sushin's Forum Posts

  • Wow. That's helpful. Thank you guys. I think I may do your suggestion Paradox. =)

  • Hi. I need to do a type of F=M*A equation to calculate damage for my character (or perhaps something a little simpler) and I'm having a bit of trouble with it. This is what I have working:

    ((Building.Physics.Mass * (abs(Building.Physics.VelocityX) +abs(Building.Physics.VelocityY))) * 0.008)

    This works pretty well, except that if you are standing on something that happens to be moving fast (like driving a car or riding a skateboard), it will kill you...

    Can anyone help me out with a better equation?

  • Hello my helpful lovelies.

    I'm trying to add multiple levels and a total score to my game, and I'm wondering if global variables will be saved across different event sheets before I try this.

    If not, what would be the best way to adding things like score and best time to each level at the level select menu? Does it all have to be one big event sheet?

  • I would accept a "no it's not possible." >_>

  • I actually almost have it working. Thanks for that tip.

    puu.sh/2aQ4J

    As you can see though, the 9-patch does not rotate, and I can't set rotation for it. Is there any work around?

  • How would I go about that exactly?

  • I just discovered 9 patches and fell in love after I started implementing them into my physics game as objects, but quickly realized they don't really even do things like rotate or have real hitboxes.

    Is there any possible way I can make a sprite or tiled background look the same way as a 9patch object?

  • I apologize for asking what I would imagine to be a simple question, but I spent a good 20 minutes searching for the answer.

    It seems that there is an official way to make functions, but in the tutorials I found it doesn't actually show me how specifically, and as far as I can actually tell by fiddling around with event sheets, there isn't an actual way to make functions officially in C2. Is such a simple time saving ability not implemented into C2 or am I just looking in the wrong places?

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  • I see. Thank you guys for your help.

  • Oh. It's supposed to be mass*(velocityx+velocityy).

    What is "abs" exactly?

  • Hi guys. What I'm trying to do is basically calculate damage with velocity and mass (IE, throwing a ball at someone does damage based on speed and weight)

    However, I quickly realized that the physics X and Y velocities can be either positive or negative while moving at fast speeds depending on direction.

    Here's what I'm using:

    Enemies.Health - ((MovableObjects.Physics.Mass * MovableObjects.Physics.VelocityX +MovableObjects.Physics.VelocityY) * 0.05)

    Basically, I just want a way to have one "speed" variable that isn't dependent on X and Y.