tarek2's Forum Posts

  • You can use instances Variables,

    Add an Instance Variable = "Weight" to the Objects to be carried

    And then Add Two instance Variable to the Bags = "MaxWeight" & "CurrentWeight"

    Example:

    Nife = 20

    Cooking Pot = 100

    Helmet = 100

    wardrobe = 50.000

    Lets say that the Bag has already inside (Nife, Cooking Pot, Helmet) so

    CurrentWeight = 220

    BagMaxWeight = 300

    Now say you wanna add another Item, in this case, the wardrobe as an example

    on your Trigger to add the Items to the Bags first check or compare the "BagMaxWeight "

    Bag: compare instance variable = "BagMaxWeight " is greater than

    Bag.CurrentWeight + wardrobe.Weight ?

    -If not you cant ad the object

    -if yes then add the object to the Bag & add the object.Weight to the "Bag.CurrentWeight"

    If you ever want to drop an Object

    Remove the Weight of the object from the Bag

    Bag subtract from "CurrentWeight" >>>>>>>>object.weight

    If I didn't understand your question properly let me know

  • The Good one: Mobile exporter

    The Good one: Performance

    A bad really bad one: This one made stop using c3 as it got me really stress>>>is the Preview over Wifi it nearly killed me, honestly I can open projects on C2 any size 100 mb 200mb and up in seconds on my devices over Wifi but with C3 projects less than half Megabyte it was taking like 10 to 15 min and Plus counting that it was crushing a lot of times so you have retry from the beginning this is just for one simple Test, but it must be only me that I was unlucky as I can't see anyone working like that for a long Time and the fact that no one Reported it its really weird so I said probably I got bad luck, But Definitely you can't work like that I hope they fixed it already. normally when I use c2 I hit the Test button like 10000 times a day so you can imagine if you are limited by the Play hits as you don't wanna wait there like x amount of time just for one Test. They should have included both the one that we have on c2 for home Testing which is pretty fast and the one that they added in C3 for external testing like giving to someone far away to test over the internet

    Those are my three from the top of my head

  • Ashley fixed the Set Angle bug for bullet in r130

    https://github.com/Scirra/Construct-3-bugs/issues/2420

    So now it behaves just like C2 runtime as expected.

    Nice! so it was C3 then the one faulty :)

    let's spread the word for more votes!

    Yeah man Facebook, Twitter, youtube etc...hehe

    To be honest we should get some of the votes from the Pull that made 40+ that will be fair for us as it took one year almost to collect those 40+ votes we shouldn't have to start from the beginning but heee that's Life in it :)

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  • Mee too and I remember! I requested the official Move To behavior before they merged it with Tween:

    https://construct3.ideas.aha.io/ideas/C3-I-440

    I was disappointed when they merged it with Tween. Move To was just perfect for what it was. It cut the number of events in half in order to do the boomerang effect in my example file. We'll see what happens.

    Hhaha is true I didn't even release that it was you who created the Pool, I got bad memory man that is the one I was talking about :)

    Indeed you will save Events and Collisions Checks, I saw in your example that you check Collisions in two Events so yeah that will be cool let's see.

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  • tarek2 you're right. un-ticking Set Angle fixes it. THANK YOU.

    No problem mate I'm glad to help

    but why does my current setup work on C2 runtime and not C3 runtime?

    If I have to guess I would say that C2 Run Time is the one that behaves strange as when you tick the "Set Angle" Construct it will keep setting the Object's Angle to the Angle of motion and taking your capx as an example when "boomerang_move" collides with "boomerang_target" it never stops moving so it should carry on moving to that Angle of Motion like the C3 Run Time does I guess, at least this is how I understood it.

    But don't take my word as 100% accurate as this is just me guessing I would love to hear the proper explanation of why from one of the Scirra Team

    One thing I know for sure if you are going to manipulate the Angle of Motion on the Run Time is best to Untick the "Set Angle" so you have the freedom to change the Angles of Motion on Run-Time however you like other ways you will have the bullet behaviour trying to set the objects Angle and also your events trying to set the Object's Angle swell conflicting and causing unexpected Results like this one.

    and yes, I agree Move To should be separate from Tween in C3 and added as its own standalone behavior. Rex's Move To was so useful and I miss it. I've voted. I hope the Construct crew will listen and add it.

    Thanks again for the quick help.

    Awesome Thank you mate,

    I also hope this Time they include it as the last Pull Voting for MoveTo if I remember correctly it riched up to 40+Votes, it's definitely very useful and I see very often people asking for it here around the Forums.

  • KENYONB You forgot to untick the Bullet properties >>>Set Angle

    If you untick that it should work on both C2/c3

    About MoveTo:

    -chadorireborn Ported to C3 Run Time it was just one feature missing the Target by UID

    https://www.construct.net/en/forum/construct-3/plugin-sdk-10/construct-3-runtime-a-few-cons-137539

    -Swell if you are interested you can vote on here for MoveTo to be included on C3 as stand-alone Behaviour

    https://construct3.ideas.aha.io/ideas/C3-I-574

    I dont why it keeps replacing the Link so I will posted normal construct3.ideas.aha.io/ideas/C3-I-574

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  • you can use one of the expressions (ViewportRight, ViewportLeft, ViewportTop, ViewportBottem)

    Example: say you need to spawn at the Right of the screen

    System>>>Spawn object

    Layer = your Layer

    X = ViewportRight(0)+(Object.Width/2)

    Y = choose the High where the object will be spawn

    Note: the zero on "ViewportRight(0)" it refers to the layer where you gonna spawn the object