vtrix's Forum Posts

  • yes, this is where picking or filtering the objects come's in

    if you would have 2 same sprites, and say when clicking on sprite

    (this filters the sprite) and then say > sprite behavior disable

    this would work,

    the same thing can be done with object variables,

    add a variable "nr" to sprite and set var to 1 and 2 on the other

    then condition sprite.nr = 1 > sprite behavior solid > disable

    this would also work

  • wow amazing, and you can probably still use the tmximporter for populating the array..

    ps: hm after rechecking, im not sure how you should make the array with grounddata

  • bullet distance travelled works, if over a certain amount set speed bullet to 0

  • soren , just put for each enemy above it (in same condition as los)

    i checked it works

  • maybe

    pode's filesaver

    and load in image via url

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  • this can help

    CSV, CSV2Array

  • isrunning or isactive would also be nice

  • no, gravity change is on everything, linear damping has a small effect, but not enough, it would be cool if we could test more "unrealistic" effects, after all its games we're making..

    ps: maybe you can try adding an extra force/impulse on the object

  • Guif0DA what do you mean? have objects on runtime added to the family?

    not aware of anything that was in c1 and not in c2 dealing with families

  • yeps the scrapnel aproach i was also thinking, it works pretty good,

    made an example..

    scrapnel

    (click to shoot scrapnel)

    ps: not sure why it doesn't spread in 360 degrees, well it good be improved

  • check this one

    was my previous test, luckely it was still open, did the same thing but here no strange movement

    fix

  • polygon box looks good now, now i also have it, it was fixed in my previous test, strange...

    problem is that when colliding with solid and 8direction, sprite jumps a couple steps down..

    i gonna try for a bit, can't promise i will found it

  • look in image editor > leftbar - bottom > set collision polygon

    then rightclick on polygon > set to bounding box

    you will have to do the same for the animationframes

  • theres lot of options, but i guess you could even do it with the line of sight behavior on the spawnbox, adjust the range, and then inverse is in sight, could be that youl need some "for each" zombie and spawnbox

  • about the function..

    the call function "stores" the uid number in parameter0 from the event it calls the function,then in the executed function itself it picks the "sprite" with uid(parameter0)

    looking at the capx, for a newly created creep you should

    make the same function as "creepPickDestination" without the creep-picking condition

    name it "newCreepPickDestination"

    on creep created , call "newCreepPickDestination"