xeed's Forum Posts

  • Yeah, I see in the folder. That is a bit complicated, but similar and at least better solution.

    Many thanks.

  • I guess you can pick some objects in one condition "pick n'th instance" as often you need, and "set collisions enabled" = false for all of them.

    Tell me if it works.

  • Hi,

    Can't find an example for making a condition build of a while and or combination, just like

    WHILE "object1.number=2" OR "object.number=4" OR "object.number=25" do something

    Do I need to create a sub-condition under the while? I wonder because I need to define the action right behind the while condition.

    Looks a bit hard to understand the event system logic in such a case, if never made before.

    Any help welcome.

  • Hi,

    what about a keyboard shortcut, which creates a single file with an increasing version number at the end?

    Like "Game.capx" -> Strg-N -> Check current Filename number -> Save as "Game_1.capx", "Game_2.capx" always in the same folder?

    Just as it is in FL-Studio.

    Tell me your opinion.

  • Thank you, your Tipps finally made the first logic work.

    Now I will try to reduce the chain length during runtime, so there will be green and red apples.

    Attached the current work, maybe someone can find a use for it.

    [attachment=0:c9uv5a4n][/attachment:c9uv5a4n]

    Best regards!

  • Hi,

    building a snake demo for a base flexible chain algorithm, but the Pin behavior does not support to pin between 2 unique instances of the same object.

    So I've tried through families (as in the demo rope project), but the new instance connects to the whole family instead of the last instance.

    Hope you know what I mean; attached the project file. Use the left/right arrow keys a while..

    [attachment=0:3ud104kx][/attachment:3ud104kx]

    Any help welcome

  • Is there any way to use the canvas graphic form as a collision polygon shape?

    Many thanks

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  • Long time this thread is on, but any solution came across with the latest updates?

    The aim is to destroy only parts of an object, and leave a transparent area (maybe after being hit by a bullet)

    For the variant of using the canvas addon, currently I could not figure out how I could delete an area of a graphic via "mask" of the bullet explosion.

    Any ideas welcome

  • For me it is similar error,

    but simply kicked one polygon with physics, and switched to asm. nothing else. it is only one instance of the object.

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Behavior missing its runtime.js file

    Condition: FileExists(behavior->GetRuntimeFile(use_asm_physics))

    File: html5.cpp

    Line: 1106

    Function: void __cdecl Exporter::DoExport(class era::IProject *,class era::ILayout *,bool,struct HWND__ *,bool,bool)

    Build: release 153 (64-bit) checked

    Component: HTML5 exporter

    (Last Win32 error: 2)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abbrechen   Wiederholen   Ignorieren   

    ---------------------------

  • Since your player graphic has many arranged frames, you should solve these events in (grouped) pieces, and select the right animation cases for each control activity in your player graphic.

    This manual should be usefull

    scirra.com/manual/87/8-direction

    It describes the exact conditions set by the controller keys.

  • Just continued the remaining project questions here

    scirra.com/forum/chain-reduction-roller-shutter_topic78510.html

    Once done, I will publish the capx.

  • I got a pro question:

    based on this topic

    scirra.com/forum/realistic-hanging-chain_topic78504.html

    i want the chain based on this file by rojo

    scirra.com/forum/a-rope-on-a-roller_topic49497_post311730.html

    to let the links destroy/create - sorted into a box on top; it should work just like a window roller shutter with chain links.

    Just like an old grandma rolling the shutter up and down again, not trusting the sunlight without sunlotion <img src="smileys/smiley12.gif" border="0" align="middle" />

    Anyway, the problem is rather the removing or adding of the first instance of the chain piece, but updating the new position of the remaining (or added) parts.

    My current plan is to deactivate physics for the chain during 2 frames, to set the new position of the remaining links to the position of the "old one".

    But I cant find an option to switch them off. Setting the physics properties to 0 and afterwards the new position makes the behavior spin around.

    Many thanks for your ideas!

  • Hi,

    this is cause you do not switch back from the "moving" animations to idle in each case. You should perform a change in all cases that occur when the figure is controlled by the player.

  • Ok, I found a solution.

    The only problem persisting is the dynamic length of the chain, but this is offtopic.

    Regards

  • Hi,

    I've tried my best with a combination of the pin and physics behavior, but the result is not where I want to go.

    The aim is to have a chain of multiple links, which hangs on a movable object (top), and carries another object (bottom).

    Any idea or suggestions very welcome :)