Weishaupt's Forum Posts

  • Thats why I included the CAPX so every can see for his self in his own language environment

  • My Pinball CAPX I recently compiled to give an example here, now is somehow ruined. I have not teh slightes idea why this happend.

    This is the preview screen in FireFox:

    <img src="http://quak.laurig.de/step11.JPG" border="0">

  • ...i fiddled around with a pinball myself. Here is the CAPX maybe it helps

    ...sorry guys - the CAPX is broken...

  • Sorry for the "Re-Post" My Bad <img src="smileys/smiley19.gif" border="0" align="middle" />

  • Is there a way to access the Project-MataData like Version and Projectname from within the code?

  • I would need to record there exact x position, exact y, and exact angle. Hmmm any ideas or am i just to much of a enthusiast?

    You can query all these information from the Player-Sprite and either store it in a global or a local variable every tick?

  • Either I missunderstood how to user the new "pick topmost", or the system is to fast to really utilize this event, or it's not working...

    <img src="http://quak.laurig.de/step10.JPG" border="0">

    CAPX

    Online

    ...and "Merry X-Mas" to all of you!

  • Yes "Pick the topmost" would do very nicely - thank you!

  • ok, so the not delayable loop is a feature <img src="smileys/smiley2.gif" border="0" align="middle" />

    For the "second" part of my question...

    When spawned, a total of 10 instances will be created. All of them will be moved using two sine - both with random tweaks, so sooner or later the 10 targets will seperate BUT the are times, where more than one instance cover each other on the gamelayer. Now when they are shot ALL of them are "picked" and therefore destroyed - I'd rather have only one instance picked and killed....

  • So how can I delay a loop?

  • Is there a way to subscribe parts of the Forum as RSS-Feed?

  • Thx, now I can sleep easy again ;-)

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  • Why does my rep shrink, when I hit "Recalc"?!

  • I'm still working on my simple shooter, which utilizes sine behavior.

    Ont thing that strikes me as a bug is the following:

    <img src="http://quak.laurig.de/step07.JPG" border="0">

    Here you see, that I itterate over a certain amount to spawn targets. What is interessting is, that the "WAIT" step will not be executed, or hast no effect on the loop.

    This causes that all targets, which will be moved by two combined sines are very, very close together - which then leads to the next issue:

    <img src="http://quak.laurig.de/step08.JPG" border="0">

    When "shot" on and more then one target is at the same position ALL targets that share the x,y position are hit and removed - regardless of ther z coordinate....is this a bug or a feature?!?

    Here is the CAPX

    And here the online DEMO

  • your source totaly beats me... not smart enough to understand what you're doing <img src="smileys/smiley19.gif" border="0" align="middle" />