Zetar's Forum Posts

  • Has anyone come up with a Capx explaining how to create a grid type maze using the Reclusive Backtracker (RB) algorithm in C2? I have seen a few different methods used, but I don't remember a "perfect maze" example?   Or did I miss it?

  • To simplify, (a stink at math) I have X speed and Y Speed, but I need the Force (magnitude) of these two. I.E. The speed at which the ball will travel when the variable force is applied at X & Y simultaneously.

  • Could someone please help me figure this out?

    I have a ball that moves towards the mouse on click using a physics impulse. I use sin and cos to calculate the angle towards the mouse. Then I apply Physics Impulse to move at the speed of:

    Impulse X (Calc_Gforce*Sprite.xvector)

    Impulse Y (Calc_Gforce*Sprite.yvector)

    <font color="blue">{Calc_Gforce is a preset Global Var, and xvector/yvector is an object var that is updated every tick with trajectory}</font>

    How would I get the value of force for that impulse as a singular number every tick as I move the mouse around the screen before clicking? I want to create a FORCE BAR that will display how much force you will generate when clicking.

    CAPX: https://www.box.com/s/9e767ea42a8916a92987https://www.box.com/s/9e767ea42a8916a92987

    EDIT: - Updated file

  • I dont think so. Clear background you would have to write an event that did this by deleting things off the background... (My guess)

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  • Do you have a CapX that shows your problem so we can help you work thorough it? You can change a single variable on an object if you program the events correctly... (Even using families...)

  • Thanks Guys. I took your advice and noticed a significant reduction in Load time. I appreciate your advice!

  • Hmmm... I might try that...

  • HAHAAAAA!!!   cin@Danijerry You actually helped me solve it! I Now Create the canvas on the Y loop and paste each star into the canvas 1 at a time then delete the star!!!!!!    YOU ROCK DUDE!   That solves all my problems.

    Thank you for helping me work through this!

    I changed the top CAPX to the fixed example... I plan on making a tutorial for Advanced Mini Maps...

  • It seems to work for me.

    http://dl.dropbox.com/u/28195143/c2_share/CanvasPasteProblem_fix.capx

    Ok, One step Closer, but still no cigar <img src="smileys/smiley19.gif" border="0" align="middle"> Moving it under the create star event will now produce 50 Canvases in each spot, each with 1 star... To test my theory I added Drag and Drop to the canvas and ran it again(With less repeats....) (Go to the first tile and move the tiles with the mouse to see there are multiple under the first.) You try it with your CAPX... Although it "looks good" that's not what I was going for...   

    In theory I could paste each one into the original, but for what I want to do, that wont work.

    It was worth a shot... Any Other Ideas?

  • i realy want the family behavior!!!!

    LOL - you have to purchase the program to get that... But it exists already <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Danijerry, Thanks for looking at it! However, that does not work. (At least if I am hearing you right.) If I move the last event out one level it will only draw the last Row of Canvases, (and the duplication issue still persists...)

    Any other Ideas?

  • Ashley, (I think this should go into Bugs Now...)

    I noticed as I was playing with the CAPX above, that the primary Sprite that I deleted at startup is still being picked up by the paste into canvas event somehow. You can see it when you change the for/Next from 50 to 1 (make only one star per for-next loop) for the Sprite creating. Move the sprite to the middle of the viewable space and make it bigger. There will be 2 stars in the upper left box! Then an extra 2 compounded every box after that! Ugh!

    I am deleting the sprite in the very beginning. Is the delete not being called until the end of the event list every tick?

    (This is in addition to the Canvas Not destroying the previous pasted items)...   This may be a Canvas Issue, but I thought I would throw into your court too.

  • R0J0hound, I posted this in the General area, but then I thought you might want to address it here too...

    I don't know if this has to do with your Plugin, but...

    When I paste things into a blank canvas then spawn another canvas (during a Startup For Next Loop), It SEEMS like the new canvas is not blank like the original at startup. It is almost like the new one has the coppied Sprites in it...

    CAPX: http://www.box.com/s/44f6c3b06132c4fe947c

  • Replacing Instances:

    For Each WhateverObject:

    -> WhateverObject-Spawn Different Object

    ->Destroy WhateverObject

    Nope... The "replace" function works fine. it is just a couple of lines instead of 1

    <img src="smileys/smiley17.gif" border="0" align="middle" />

  • BTW- With R85 the Canvas Recount Bug has been fixed... Which tweaks my CAPX a bit, but it still works.