Zetar's Forum Posts

  • All I can think of is importing the smaller sprite and then size it on the layout larger (Or doing it with an event at startup.) You will loose graphics quality for that object though. you can scale the entire layer, but again, that is the entire layer.

  • NO problem.

  • You can increase elasticity of the object falling in the Physics properties. That makes things bouncier. Did you try that? (While Physics is applied to object.)

  • If whipped that capx up real fast. If you want I can redo it with a button and variable to show how. Or you could try and let me know... <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Look at previous post again - I added CAPX.   You would want to set up a global variable that is triggered when text is entered into the Text Box. And not let them press the button until that variable is toggled on.

  • Check the value of Text (Text.text) and evaluate if "" (Blank).

    Here is CAPX CAPX

  • Maybe a Capx to explain a bit more? Or elaborate how you want to go about activating it?

  • DravenX, Very nice work. Looking forward to your next set!

  • Hey Forum Friends! Could you help me figure this out?

    I have two objects moving on the screen. I have a camera sprite that I want to position between the two sprites regardless of where the two sprites move. Theoretically, I want to zoom in and out depending on the distance between the two sprites. (I think I can figure that out, but the positioning of the camera is what I am stuck on.)

    I am guessing I will need a variable MidPoint with Distance(Sprite1.x, Sprite1.y, Sprite2.x, sprite2.y) / 2. But now how to I get the X and y? Using sin and cos? I am lost...

    Thanks in advance! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • I would try something like

    Apply Physics force 30 + Sprite.speed toward (Mouse.X, Mouse.Y) at image point 0

    But I don't know if it would work...

  • I am doing something similar. I applied Bullet behavior to the moving sprite, then when I click I spawn a mover marker and have an event telling the sprite to set speed to 50, and set angle(Sprite.x, Sprite.y, MoveMarker.x, movmarker.y). Then upon arriving at movmarker, destroy marker and set speed 0.

  • OK, So now I want to get a Distance value between two stars. I have Local PlotX, PlotY and PlotZ values for each star instance. These are recorded when the star is placed in the Isometric spinning Star map. When you left Click on one star it records the instance and pulls those values. Then you click on a star with the right mouse button and it pulls a second set of coordinates. The Distance Global variable then tallies the distance. But if Global DistanceAB is Negative, it says NaN (because of sqrt I think)...   How can I get that value regardless of whether the value is + or -...

    Take a look. It is kinda cool looking... (Think about the cool spinning art you could create with this principle...)

    http://www.box.com/s/se75ku9mcgxxa5kevdkl

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  • The math isn't too complex:

    http://dl.dropbox.com/u/5426011/examples%208/zrotate.capx

    If you want it to just rotate relative to the screen remove the "set y" actions.

    THAT IS EXACTLY WHAT I WANTED!   Very clever. Thanks ROJOhound! <img src="smileys/smiley32.gif" border="0" align="middle">

  • <img src="smileys/smiley36.gif" border="0" align="middle" /> - I thought you would say that. Never mind :) <img src="smileys/smiley36.gif" border="0" align="middle" />

  • WOW - Tom, that is amazing that you could transfer that system! I was looking for some info from that forum, and now I can get to it. YEA! Good Job Mate!