the_Shit_hawk's Forum Posts

  • With just two points all you exactly have defined is a line. You'll need three points to define a curve.

    The standard formula for a parabola is the following:

    y=a*x^2+b*x+c

    Plugging in the x,y positions for the three points into the formula will give you three equations where the only unknowns are a,b and c. Then it's just a matter of using standard algebra to solve for the unknowns.

    If that doesn't help, do you have more info about what you're trying to do?

    In general the process is called curve fitting:

    http://en.wikipedia.org/wiki/Curve_fitt ... 2013-06-24 18:46:22

  • You took out the code that makes direction 1 and 0 mean something. The reason it's still moving and toward the right is because it's set to a bullet. I sent a PM anyway.

    theres this, unless its just unshown.

    could also do something like,

    If dashing = 1, set boss bullet speed to 80 , set bullet angle to player.x,player.y , set boss bullet enabled, wait .3 seconds, set boss bullet enabled.

    if boss is in collision with player - do 20 damage

    subevent- Dashing = 1 - do 40 damage

    this would allow you to leave bullet behavior as stated above, but would "rocket" the boss momentarily at the players exact position. you could also set angle to player.x,player.y , and add a wait, to instill a "keep moving" aspect to the game. instead of attacking your current position, they would attack where you were X seconds ago.

  • so im looking to make a drawing applet, kind of a shits and giggles sort of deal for friends, currently i have

    if left click - spawn sprite "Dot" mouse.x,mouse.y

    every tick set "Size" to slidebar value

    "dot" is a 1x1 square.

    when i move the mouse, it will spawn intermediate pixels, like a tracer motion of the mouse, but not necessarily a line. is this achievable or should i submit this to the suggestions for c3?

  • if you havent been using it, c3 is for the most part up and running, it still crashes if you try to push it too hard (opening and closing a sprite animation box with 8 animations of 100 frames repeatedly will do the trick, but mainly the issue is that its not loading all the images by the time you're telling it to close it, hence, the issue is human patience moreso than faulty programming) - however its not a final version, a month or so ago we were on revision 12, now i believe its on R40, which is generally known if you're using c3 but some people are holding out on c2, so for what it's worth, theres steadily updates every few days. which isnt necessarily a bad thing, if you happen to find something that *Could* be useful while making a project, it gives you the option to say something and bring it to the attention of the programmers instead of being like "damn i wish it had this though" . honestly, at the point where it is now, its worth the liscense cost. however if you're deciding whether to switch from c2 free to c3 free, i would bear in mind that c2 free has a 100 event limit where as c3free only has a 50 event limit. dont let that fool you though, 50 events in c3 is more than enough to build yourself a basic game or app. you may have to make sequels if you want multiple levels, but you can simplify most games down to 5-10 events. the rest are triggers, and theres enough workarounds that 50 events is a comfortable roof, especially considering if you want the liscense for c3 vs c2, it's only $100 vs c2s $400. 50 events gives you more than enough room to make a basic prototype to try to gain investment into a liscense as well. also, it is not a limit of 50 events to use, only to export, so you could make full fledged games and then purchase the liscense and mass publish. either way, if you're not using c3 you should be. and if you're wondering if its worth throwing your dollars at, the answer is yes.

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  • Hi, I'm a new construct user and it looks like i've showed interest at a reasonably good time on the peak of Construct 3, since I'm new and I only recently downloaded Construct 2- I might aswell start with Construct 3.

    However I don't even know where to begin- is this program only run by browser? I prefer constructing projects with a standalone program than off a browser, to me it just feels wierd and limited. Is there an exe I can download to begin with?

    if you use the online browser, watch in the bottom left corner, once it says download complete, you can run construct 3 offline, which is the same as an exe

  • if you use path follower behavior you can set it to avoid certain obstacles

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    however, i do like that approach, so as a capx isnt indefinitely floating online. smart.

    i believe what you're looking for, is (something along the lines of):

    On Click - set variable "Mouse1" to Mouse.XY

    -Is Click Down - Set Variable "Mouse2" To Mouse.XY

    - Set Sprite Rotation to "Mouse2" - "Mouse1"

    -On Click Released - Set Variable "Mouse2" to Mouse.XY

    - Set Sprite Rotation to "Mouse2" - "Mouse1"

    this would set a variable to the mouse start position, and a second to the current/end position, and subtract the start from the finish, i.e. if start is 208, and end is 220, 220-208=12, so it'd set the rotation to 12. its not gonna be something you can copy and paste, youll have to fine tune it. id suggest making the -is click down -on released into subevents to keep from rotating on every click.

  • there is on pc version, however ive a shit phone, (decent phone just not upto modern standards), so i dont have the mobile app. if you dont get an answer i would suggest dropping it into the c3 suggestions board, i dont have a link handy atm, but it is something i use a whole lot on pc, and i could see myself using mobile editor to duplicate/dragdrop events while waiting for stuff, so it would be nice to see implemented if it isnt already

  • *special pickups. if you havent figured it out yet, you can also create a variable, an call it "Coins". player-on collision-add 1 to Coins. every tick - set cointext to -"Coins : "&Coins

  • In short, your answer is Variables. you can use Instance or global variables, though instance variables are geared more towards hoards of enemies. if its player vs player, you can get away with using global variables.

    once you create the global or instance (Numerical) variable , your code would look something like :

    Player- On hit - subtract X from HealthVariable.

    you can use the same logic in reverse.

    player-on collision w item - add X to HealthVariable

    To kill player when life is at 0 or below (in case player is at 1 health and is hit twice at once)

    If HealthVariable = equal or less than 0, player = destroy

    Similarly, If They Pick Up Health, Instead of Stacking 999999/100 health, You can cut it off at a maximum.

    If HealthVariable = Greater than MaxHealth, Set HealthVariable to MaxHealth

    The same with 'FlowerPoints'. Create A Variable named Flowerpoints.

    Player - On Collision - Add X To Flowerpoints.

    Every Tick - Set FPText To - "Flowerpoints : "&Flowerpoints

    - Set HPText To -"Health : "&HealthVariable" / "&MaxHealth

    You can then create pickups that allow for More than Max Health.

  • that oughtta do it

  • if not, try the flip image or mirror image options. worst case scenario, go into sprite editor, and hold shift key and flip all images. your character will be upside down in sprite editor, but right side up in gameplay

  • Theres an option with a checkbox or a scrolldown menu, it will say something along the lines of "Set Angle" . Uncheck That. if it is a dropdown menu, it may say something along the lines of, "45 degrees" or "90 degrees". however, i'm assuming that should solve your issue.

  • also if you know how many pixels your players feet are away from the main image point you could say create image player.x,player.y+(number of pixels away from image point feet are) . when dealing with y axis, y+ a number is down, and Y- a number is up.