theames's Forum Posts

  • vtrix

    Thank you so much for your solution it was exactly the sort of thing I was looking for.

    I agree it's not ideal when you have loads of objects in a family, but I'm looking at there being <50 and this seems to be working out just fine for me

    Thanks everyone for the contributions <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Ill try the project in the morning. Thank you. Looking at the post I don't really understand what he's doing with the circle and the targets. All quite confused me but maybe running the project tomorrow will help clear things up

  • I want to make something like this but limit the distance you can drag the slinghot back, any ideas?

  • Ok so trying to get a sort of slingshot behaviour, pretty much like angry birds, here is my capx:

    dl.dropbox.com/u/73268676/Slingshot.capx

    very simple so far as rectangle sprite for the band, a square sprite for a stone

    I'm not after actual realistic slingshot, i know someone has put a capx of a can and 2 bands bouncing like a trampoline, but I'm after something much simpler

    I'll later apply an impulse to the stone in the angle of the band, simple

    My issue is I only want the band to come back so far, but then for them still to be able to move the stone around at different angles, just like angry birds, in my capx you will see I have a condition which checks the distance between the stone and the origin of the band, if its greater than 300 it stops

    but thats the problem, once it hits 300 its stuck! i want to be able to keep the mouse down and still move in all angles and have the stone position itself correctly, just not get any further than 300 from the band origin

    any help is greatly appreciated here, im sure this is something a lot of people would be interested in doing

    thank you

  • Thanks very much, just sent you an email. I don't really understand this manifest file thing. I know each time i want to test in Windows 8 i have to create a test certificate, but no idea what I'm supposed to do when it comes to submitting and how I get a real certificate

  • Thanks for the links but they don't really cover what I'm trying to do. I have a family of enemies and I want to select a random object from the family to create. But I don't want to pick from ALL objects in the family. Just where an instance variable is a certain value

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  • Getting errors in windows 8 app. Sorry not at win 8 machine so will post more details in the morning but if anyoe knows anything off the top of their head why the project crashes when I make any calls to clay.io actions please let me know.

  • Ah i see you can access it by family object if the sprite was created in a parent event, nevermind this is too complicated

  • How do you access them through the family object after you have created them?

  • Thanks for getting back to me, I'll go with your suggestion above, bit of a pain but the alternative is having all the same enemies in all the same levels which would kinda suck, thanks for replying so quick!

  • I have a family of objects and i create a random one by using

    System -> Create object MyFamilyObject

    I know this works in a way that it will select a random instance in the family

    What I would like to do is filter what it selects from based on an instance variable of the family

    The idea is the family object holds all enemies, and i spawn them randomly but i would like it to just spawn the enemies for level1 on level1 using an instance variable called LevelNumber, hope i am making sense

  • I got it all working now thanks for the info

  • I got it sorry, used an instance variable on the sprite, incremented it each second, so in a way it has it's own timer so when it has been on screen for 3 seconds it drops an egg, thanks

  • I have a bunch of objects, lets say monsters moving on the screen, they are randomly generated every 5 seconds.

    I want each monster to drop say an egg every so often

    i tried using a system every 3 seconds drop an egg, but it means that each instance of a monster drops an egg at exactly the same time

    is there a way to say each instance wait a random amount of time then drop an egg?

  • I thought it might help if I gave you a capx of what I've done:

    dl.dropbox.com/u/73268676/controller.capx

    youll see i have changed the rocket to 2 monsters for now, and made them bigger so i can click them easier for the test, slowed it down too

    if you click on a monster instance and draw a path the monster starts flying off all over the place, i tried setting the dist_to_next back to 0 on the mouse click which helps but still similar results

    basically what im after is you should be able to click on a monster and draw its path, it will follow it BUT if you click on it again while its on that path and draw a new path, the original path should be dtestroyed and it should move to the new path

    I played about with looping the dashes where the rocket variable was the instance you cclicked on and destroying them but then it doesnt move at all, maybe i was destroying the first one straight after it was created, i dunno, I'm really stuck