Tomycase's Forum Posts

  • You need to determine which instance will spawn the origin of the rectangle (let's say its origin is top left) and then pick the instance that represent the opposite corner, and stretch the rectangle by checking the distance between the two

  • I'll have to check your file first to see how it compares to the problem I had, this weekend I should have free time

  • Jump-thru collisions have been, let's say, a bit unconsistent since Construct 2, the way it checks for an object to pass through the object sometimes trigger in unintentional ways, I had to workaround an issue like this not long ago

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  • Hey there, I made an attempt at these guys behavior last year, I got something relatively close to the real thing using Sine and Lerp() : drive.google.com/file/d/1EtxTcFN39Entc81_P59So03udENCxaIk/view

  • winkr7 solution works, you can also compare the distance from the center, and check if it's in-between two values to know if it touches the circle

  • Construct reads the events from top to bottom, so the order is important :

    A For loop followed by Trigger Once will run the loop and then trigger the action once per loop index, where the inverse will trigger the For loop once

  • Thank you very much!

    Edit : Just tested it, it works like a charm

  • Thanks for the answer, but I dont think that's what I'm looking for, I was looking for is how to use the audio position parameters correctly in relation to an obj distance from the listener point, using a variable to set the volume would force me to give the same tag to all sounds, which I want to avoid at all cost

  • Hey there, I have a question about the positioned audio parameters :

    I'm using the Play at Object action to play a sfx from a sprite and move that sprite away from a listener source to adjust audio channels separately;

    My question is, how should I adjust the audio parameters so that at a fixed distance, the sfx gets inaudible?

    As an example, when the sprite distance=0 the audio is at full volume, and I'd like to, let's say, have it muted when it reaches distance=50, but so far I only manage to get approximative results, so I could use some help, thanks a lot!

  • Hey there, as I said, when I have some time, which I don't have much atm

  • Hey there, there's ways to do it but there are complex, it requires to save the projectiles coordinates in an array, and draw polygons between those coordinates, it should be possible with the drawing canvas plugin however I've never used it, there is also R0j0hound's paster plugin that was ported to C3, I'll try to make an example file when I have some time

  • I see, so it was pinned to the wrong instance, you might need a "for each" condition so each sprite pick the correct hitbox to pin

  • Hey there, the only way to verify what's wrong is to check your project file to make some test, if you're ok with sharing it;

    In the meantime, try to check if there isn't other events that interferes with the pinning or even the sprites themselves

  • In the actions available for objects, you can assign a tag to this object that will be used when colliding with solid objects; you can then add this tag in the tag list of the solids objects, and choose if they should collide or ignore these tags