usbtypec's Recent Forum Activity

  • So i was messing around and found out that the Meta Quest 2 can actually run Construct since it has a built-in browser. I haven't tested its capabilities yet, and while it is incredibly unreasonable, it apparently works, since the controller pointers are the same as a mouse.

    Again this is really not practical but it is functional I guess.

  • Yeah it took me a while to find out about Invert, too

    What it does is check if the condition is NOT true. So for example, an Inverted "Sprite is overlapping Enemy" would trigger whenever Player is NOT overlapping Enemy. This is also how you check if a boolean is set to false, since usually "Check if boolean set" only checks if it is true.

  • I think the problem is that "Is Timer Running" can never trigger, since that is what activates the timer in the first place. Try inverting it (Right click then choose Invert or press I on the condition)

  • It works! Thanks for such a quick response btw

  • So I have a weighted button in my game that requires a minimum of X creatures overlapping it to press it. It works mostly as expected, but when I have multiple instances of the button, as long as at least one is overlapping it it checks all instances (So if button A is overlapping 2 creatures and button B is overlapping 1 creature, both buttons count it as overlapping 3)

    How do I fix this?

    Here is a screenshot (Ignore the disabled events, that was a different method I tried with the same results) Note that the animation frames being set to 1 or 0 just means pressed or not pressed, respectively.

  • Oh yeah I forgot about containers.

  • I don't know if this would be 100% working, but you could try

    FLASHLIGHT > Is Pinned (Inverted to make Is Not Pinned) & Overlapping ENEMY > Pin FLASHLIGHT to ENEMY.

    Since it is only picking the instance it is touching, this should work, UNLESS one flashlight is overlapping multiple enemies.

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  • So I'm making a small natural-selection sim and need to make offspring inherit variables values from parents.

    However, I have no clue how to do it. The biggest obstacle is instance selecting, since the way (I hope) the inheritance goes is that for each stat (speed, sight, etc) it would pick one of the parent to inherit that from (so if one parent has a speed of 150 and the other 170, the offspring has a 50/50 chance for 170, repeat for other stats). However, how would I pick between parent A, parent B, and the offspring?

    Or would it be easier to convert it to a sort of mitosis, where the parent just duplicates?

    Thanks in advance.

    Tagged:

  • Check out the Ceiling Trap example in the Example Browser, it may help.

  • So I am making a game similar to Angry Birds, and I have a text object that shows how much damage was done/score gained whenever a damaging collision happens. However, since there are so many collisions, a huge amount of the text objects appear. So I was wondering if there was a way to check if two damagetext objects are close to each other, destroy one and add the number it had to the other (as in if a 50 and 200 are close, destroy one and make the other 250). This would help clear the clutter.

    How would I do this? Thanks in advance for help.

  • Nevermind! It's fixed.

  • Ok, I'll try that then. The reason I thought I couldn't pick just the one instance is because lets say the player had 2 spheres, then got a third. The first would be offset at 0, and the second at 180 (which would be correct)) but then getting a third and only moving that one would make it something like 240, and the others wouldn't move.

    But yeah, I'll see if that fixes it. If not, I could just have an id variable for each sphere and just check "If spheres = 2" & "id = 1" it would be handpicked with events.

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usbtypec

Member since 25 Sep, 2022

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