tarek2's Forum Posts

  • > JoshVillaluz

    >

    > I didn't get the second question sorry

    >

    the animations change size and it looks weird. maybe i did something wrong with importing the frames from the gifs

    I can't see any Animation size change, looks ok here, can you be more specific?

  • JoshVillaluz

    about the first question, You mean something like this?

    https://www.dropbox.com/s/ov8lr4v2s48fwt7/Plataform.capx?dl=0

    I didn't get the second question sorry

  • I've searched online and cannot find the solution. Most of the capx demo links for been removed

    So what I'm trying to do is, have sprite 2 orbit sprite 1

    I found this...

    Set X to CenterX + cos(angle) * dist

    Set Y to CenterY + sin(angle) * dist

    ... but couldn't insert it in sprite2's set x

    Can anyone help please?

    Thanks,

    Roberto

    There are many examples on this thread see if it can help you:

    https://www.scirra.com/forum/viewtopic.php?f=147&t=190731&p=1117315&sid=3f01c85174ab40cbafb8accc91e0a27a#p1117315

  • I made this long ago so I don't really recall what I did.

    The number 32 in event 5 is the radius of the two balls added together. Maybe calculating that on the fly would do what you want.

    When dragging them you probably want to set the speed to 0.

    Cool thank you so much, I will try that

  • How to change the object when we click on the objet, for example I click object A and I want to replace object A with object B when in click?

    do you need them to be two separate objects? if not this it may help

    https://www.dropbox.com/s/fx83pgmokj1dspa/ChangeObject.capx?dl=0

  • I have tried that but he is still able to shoot.

    You can use instance variable or Global variable, there are both options in the capx, the max bullet I set it up to 10 but you can change it to 100 or anything you like.

    https://www.dropbox.com/s/sei0fbiw6gjufrc/BulletsMax.capx?dl=0

  • Wow, awesome R0J0hound I was looking for this for a long time until someone recommended me the Boids Flocking behaivor and just realize today that it will not work on C3 and the developer of that plugin it's been inactive for many years so I'm so glad that I found this, will be really helpful. Are you planning to make a plugin? will be awesome.

    The option two I see is the most simple to try to comprehend as my knowledge is not that good: I will study it see If I can understand it.

    I have two questions about the second option Capx:

    -How can I include the sizes of the objects into account? example, when I mixed up the instances with different sizes, the big ones overlaps all the small ones. seems like it works only if all the objects are in the same size.

    -How can I just stop them from overlapping only when they are near? example when I drag one object far from the group, it comes back to the group instantly like its lerp to them, can they not be freely moved and only avoid when they are near to the other objects?

    Thank you so much

  • kiko2015 Your welcome m8 I'm glad it Helped you

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  • kiko2015

    Here is one way of doing it, I hope it helps:

    https://www.dropbox.com/s/o7cb90xni92v5cw/Link%20Words.capx?dl=0

    Update: Ups!! blackhornet bet me, nice one

    Updated Capx version, much cleaner According to the blackhornet Capx, I learned something new today about combining the names and calling them combining with the expression (&) that was so cool blackhornet Thank you

    https://www.dropbox.com/s/fa6gchagifi1px0/Link%20Words2.capx?dl=0

  • I believe he wanted a constant linear speed. Here's my take on it, using your formula.

    https://www.dropbox.com/s/59lavr8k6xsb2 ... .capx?dl=0

    Hou, I see now!, nice one man

  • Might sound simple but I couldn't find a definite solution in the forum.

    I have a objects that should rotate clockwise around another sprite. The distance to this sprite can vary, but the rotation speed has to be constant. For example the far one would take longer to rotate around the object the closer one would orbit faster, but they would have the same "speed". Pixels per second.

    Any idea how I would go about that?

    tunepunk

    Im not 100% sure what you mean the "far one would take longer to rotate" If they have the same speed they both rotate at the same speed, but see if this can help:

    you can adjust the radius and speed from the local variables

    https://www.dropbox.com/s/spe0gttivvzwhpj/OrbitPlanets.capx?dl=0

    I'd be willing to bet most people here use Construct in spite of it being html5 than because it is html5. I'm here for the event system.

    +1

    I'm here only for the event system Swell, I don't mind what technology it is been used on the engine as long it's working well and stable exporters, saying this looks like Html5 didn't work that well for construct 2, perhaps maybe will be about the time for Scirra to start considering different options, like a lot of loyal construct 2 users have been suggesting for long.

    My personal opinion if I upgrade to c3 it is only for the mobile exporters.

  • SoldjahBoy Thanks so much for your help and the tips, I been playing more with the avoid behavior and it's awesome, I'm pretty surprised that this behavior still working that well when hasn't been maintaining for 3 years jejeje lol the developer of the plugin must be a genius and I think he mention that he did it in a few days awesome.

    Take care

  • From what I see the motion is like moving along and sometimes they merge. Probably the speed affected by it's own mass size. That is more physics to me and meta ball render looks alike.

    Cool m8, definitely doesn't sound like it's for me, I haven't got that experience thanks for your help

  • You may find an answer here:

    alextro Thank you, I did experiment the whole week with all your examples wich are really cool and a few different ones but still no luck, I posted a video for reference, maybe you could see how it could be done