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  • Nope. This only requires one event.

    First of all, put every object you want sorted into the blue family, the man, player, walls, all of them. You might want to make a family specific for this - I made a family 'sort'.

    Second, make a new event, and double click system. Then select "for each (ordered)'. Then select the family blue from the object picker, and enter blue.bottom in the order expression text field. Leave it on ascending.

    Next up, click new action, and send blue to front.

    So it should read:

    For each Blue ordered by blue.bottom Ascending

    • Blue: send to front

    That's all there is to it!

  • Try using family.bottom instead of family.y. Does that work?

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  • I suggest:

    put all objects to be sorted in a family

    Add event:

    For each object (ordered): family.y

    • send family to front (or back, I can't remember at the moment)

    Then it's all sorted automatically.

  • You can sort stuff based on the y position by adding all the objects that need to be sorted to a family, then use a for-each ordered condition using family.y and send the family to front or back(can't remember which at the moment).

  • [quote:1qba7m81] that's badass. so how far away the circle is changes the spread, too. looking forward to updates on that

    Thanks I'll post more when it gets somewhere closer to done...

    I'm not sure why it's not playing correctly, it should be a standard mpeg1. I can encode it as something else if people are having trouble watching it.

  • So much awesome stuff in these threads! Here's one of mine

    It's not done, in progress, etc etc.

    http://www.amirai.net/TA/movies/shmup.mpg

  • When I run my game in unlimited mode, I get about 100-120fps. When I start my game (when it's vsynced), it's running at half the refresh rate of my monitor, unless it's 60 hz, when it runs fine. So if my refresh is 100hz, it's running at 50fps, if my refresh is 60hz, the fps is 60. If I leave the game running but don't do anything, it stays at 50. If I start to do some stuff in the game though, sometimes it goes back up to 100.

    I'm guessing vsync drops the framerate to half to keep things smooth if the framerate dips below vsync? Is that correct? What causes it to try to up the framerate again?

    Also, what are batches?

  • That might be why modelers use the term 'rigged'.

  • I'm a little confused - I wouldn't expect construct itself to be ported to other platforms, but is exporting the game to run on other platforms still planned?

  • I've emailed the .cap, and what you suggested worked! Thanks!

  • I have two objects, a sprite and a target sprite for the first sprite to move towards. Sprite is in the family 'enemy' and the target is in the family 'enemytarget', and they are both in a container.

    If I tell an enemy to look at enemytarget, all instances of sprite look at one target sprite. This happens even when using for each.

    Why aren't the objects being picked correctly?

  • Very nice, man - how'd you do the penumbras?

    On second thought, don't bother explaining. I doubt I'd understand.

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Arima

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