fscopel's Recent Forum Activity

  • The framework is smart enough when using different object types, but not when using same object types...

    If I wrote this - it would work properly. I connected the same instances...

    But this is how it behaves when using the same types..

    I need this:

    Does this illustrate my challenge a bit better?

  • LittleStain - I don't see how this can work.

  • additing another condition inspects the value of the colliding enemy... I need to inspect the collided with enemy

    <-- this no workie!

  • I need to perform an action when an Enemy collides with another enemy only if the other enemy has a property set to 1.

    if I was writing code it would be something like:

    void OnCollisionWith<Enemy>(Enemy enemy){
      if(enemy.Property ==  true){
          doSomething();
    }
    
    return;
    }[/code:1nuyhz1j]
    
    does that make sense?
    
    something like this...
    [img="http://s19.postimg.org/853e28aw3/enemy.png"]
  • Problem Description

    SoftLight Effect is broken

    Attach a Capx

    Done

    Description of Capx

    Just a test project with SoftLight bug reproduced.

    Steps to Reproduce Bug

    • Attach SoftLight Effect to Particle System
    • Run project
    • Get Compiler error

    Observed Result

    Compiler error at "Ready"

    Expected Result

    What do you expect to happen? -> I expect the compiler not to break

    [attachment=1:3gxw610k][/attachment:3gxw610k]

    [attachment=0:3gxw610k][/attachment:3gxw610k]

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (YES/NO) -> I don't know
    • Internet Explorer: (YES

    Operating System and Service Pack

    Windows 8.1

    Construct 2 Version ID

    Release 180 (64-bit) built at 17:36:55 on Sep 12 2014

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  • Ashley Is multi touch being supported at the moment, r180? I am trying to instantiate particles in multiple locations, during the "Is In Touch" event, but I am not finding the right methods. I can call System, create object at location Touch.X and Y, but what do I do for the second Touch? Thank you.

  • ramones Never mind - I got! Thank you for the info, very helpful.

    scirra.com/manual/142/families

  • ramones I see what you did there. The only issue is that I keep the distance in each individual cannon not at the Family level. I am not sure how to use the Family level variables. Could you extend on that really quick?

    Thank you

  • inquiesco Hmm I see your point, and I think it could partially work. But the issue I have with this solution is that more than 1 cannon may resolve "Has LOS" to true. In that case 2 or more cannons would fire. Plus I also need to add additional logic to check if the cannons still have bullets left, so the next closest one would take charge and fire instead. Does that make sense?

    Check out game mechanics so far....

    ec2-54-187-14-211.us-west-2.compute.amazonaws.com/missileDefense

  • I got it "done"... So ugly and ridged!

    [attachment=0:2vomhex6][/attachment:2vomhex6]

  • Katala R0J0hound you guys are amazing! Thank you so much for the project with the examples!!! This is absolutely, exactly that I am looking for! wow! Thank you!

  • So I have 3 objects grouped in a Family. Each object has a variable (Distance) that holds a number.

    On mouse click I need to loop through the family inspecting each instance variable and pick the object with the lowest value. In C# this is very simple to do, but I cant wrap my head around it with this no code approach.

    As of right now all Cannons are firing... I need only the closest one to fire.

    "Code" so far:

    [attachment=1:1ry6x96x][/attachment:1ry6x96x]

    Project so far:

    [attachment=0:1ry6x96x][/attachment:1ry6x96x]

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fscopel

Member since 20 Aug, 2014

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