tinbashingstudios's Forum Posts

  • For me this would make a lot of sense and prevent extra work.

    So would it be possible to create a string where a value in the string is based on a variable that changes so then you could change the location based on a changing sprite name?

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  • I am starting to notice the bugs it is causing me. lol. However, In the case above, I want it to trigger only once per ball, as I didn't want the event to constantly set the value back to zero every tick. I just read up on the "for each" action and I see now that it triggers ONCE for each instance. Thank you.

  • Thanks! I knew I was missing something.

    These are more or less the solution to my problem.

  • I was wondering if it is possible to compare the Absolute value of physics.velocityX to another absolute value? There is no option that I know of with the event conditions. Is the only solution to set variables to absolute values and then compare those?

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  • This depends on you platform and whether you are using a mouse/keyboard/phone. If you can learn and figure out how to use Index looping that would probably be the most efficient. A method I used was setting a pointer to an image point, then adding different image points, and when a button was pressed while image pointer was at X location that would do stuff.

  • thank you. I also realized I used the wrong instance name to change the variable on.

  • I have multiple instances of the same sprite on the screen. They have their own instance variables. When an instance variable changes to number that I like, I want to do stuff to those sprites that now have their instance variables changed. How the heck do I pick them in a condition?

    I have attached an image where I have been trying to understand what is happening. at the top, it seems to work fine, every Xseconds, choose all images, and for each image find that own image number/location/etc and do math. Each instance has its own numbers of its own position/etc.

    Next, Pick a instance who's value is greater/lesser than its own old one. And then do stuff to that particular instance such as change its value.

    Last, at the bottom, I have a variation that I thought would work by getting all instances that have such greater/lesser value. then for each of those, set the switch to on. I tested these with each disabled and whatnot.

    And that is where I am lost, because the condition is still picking (i think) the first image that has this correct value and then applying the action to all the instances on the screen. Thanks for your time!

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  • Thank you for the tips.

    I have just realized that you can apply negative force to get something to decelerate. apply force for 1 second, then apply -force for 1 second will result in a object moving and then stopping.

  • I have a calculated the position of a ball as it is traveling and I want to move the paddle up to meet it. I was using the apply force to position but ran into the issue of over shooting the position. Then I used the move to behavior to accelerate and decelerate to the position.

    So is it a bad idea to mix these two behaviors?

    Alternatively, is there a math concept that can move something at an accelerating rate and then decelerating rate or exponential/inverse?

  • I Have a family of 3 objects (weapon) each with different Instance variables(IV). I have another object that will subtract that number from its own health.

    I set up the events to work where:

    family weapon - over lapping object- Subtract the familyweapon.objecttypename.IV# from other object.

    However you cannot do this, the instant variable cannot be traced back through the FAMILYgroup.

    only the familygroup.IV for that family are allowed to be put in.

    really i was looking for a solution where I could say this whole family.IV# subtracts from another family.IV# and I want to find the specific instance variable of those objects in the family, Not the actual family.IV#

    A solution to this was to store the numbers with global variables, then assign corresponding names to them matching the objects. then the object's name could be stored on overlapping events, then checked on global variables to get the right number. Then my mathematical calculations would be complete.

  • A space game of sorts. I was still deciding on some background effects(with scrolling infinite and parallax) and how much I was planning to move the ship. I need to learn how to make the "camera".

    Perfect! these examples are just what I need!

  • The idea is to have a ship with the controls of up and down but with the illusion of the background scrolling left and right. I have tried parallax combined with the SCROLL TO behavior but this moves the camera too much. It is critical to see the whole layout at all times. The ship cannot be centered of screen, as it must remain to the one side of the layout.

    My idea was to get a couple different background layers and have them set to move at appropriate ratios for parallax effect. Or maybe I could spawn a invisible sprite to be centered on and simulate it to scroll left/right with parallax when I need...

    Is there another option I am missing here?

  • (if undefined) I noticed the default create object instance location on a object is: on a object that is farthest object to the right.

    On collision I create explosive image where the rocket is but, if 2 rockets go flying and the farthest on left collides FIRST then farthest on the right will have the image spawned on it.

    this might be caused by it being in a function though/undefined

    I was hoping the (on collision, - call function to explode/destroy) would grab that information from the original action to select where to do action buut nope. I noticed the call function needs defining, so if i put the spawn object action OR destroy action it just does whatever

    Time to learn more about implementing pick the uid/nearest!

  • I get it now,

    event of (any) rocket outside of layout, - destroy rocket. (that is outside the layout)

    - destroy particles (no specified particles, just destroy (all))

    so what I was trying to do

    event of (any) rocket outside of layout, - destroy rocket. (that is outside the layout)

    event of (any) particle outside of layout, - destroy particles (that is outside the layout)

    better option

    event of rocket container outside of layout, - destroy rocket container (that is outside the layout)

    Cool, Thanks!

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