Unnatural20's Recent Forum Activity

  • So, here's two numbers encoded as one. It gets trickier if you want more variable-sized numbers...

    And it's definitely more trouble than it's worth.

  • There's a way you can do it, actually. With weird integer encoding. >.> Let me see if I can't whip up an example.

  • So, because an object lying flat is technically at 0 degrees, when you want your character to fly off perpendicularly, you actually want to travel at -90 degrees, or 270. So rather than set the angle of motion to that angle, you want [RotatingObject.Angle-90]

    Here's a .capx that does, I think, what you want.

  • Trying to move like barrels in donkey kong?

  • I will note that if your enemies should never stop moving, bullet behavior may be more efficient.

    Though you can combine that with Turret...

    Here, I made a .capx!

  • But if I run it on create, it doesn't seem to 'catch' until the next tick?

  • Give this a try?

  • Actually, the method can work, because you can rerun that loop whenever you need.

    Take a look at this .capx.

    In this case, I'm running the algorithm every tick until I'm done spawning. You could run it exactly once every time you spawn a new character, instead, and the end-user would never see it.

  • I think you're missing something a little obvious- if I put Character 3 on top, then 2 on top, then 1 on top, what order are the characters in?

  • Take a look at this fellow, see what you think.

  • I think I understand now? This does what you want, but it still uses multiple conditions:

    On trigger: Set Text to ""

    (Subevent) System -> Foreach Object | Text -> Append "Variable IsFull: "&Object.IsFull & newline

    If you only want to pick certain objects, then put System -> Pick by evaluate in the same block.

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  • You can set the Player platform VectorY to -Player.Platform.JumpStrength to make the player jump. Then you'd probably need to add some extra conditions to prevent the player spamming it.

    Actually that fits pretty well with my existing code- [Keyboard -> on space pressed] & [Player -> is Climbing] | [Set Player platform VectorY to -Player.Platform.JumpStrength]- and Climbing doesn't get reset until the player regrabs onto the ladder.

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Unnatural20

Member since 8 Jan, 2015

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