ClassicQT's Recent Forum Activity

  • > > You can check the distance to the players.

    > > distance(bomb.X,bomb.Y,hero.X,hero.Y)

    >

    > This doesnt work becasue if the player is running around surely one of the bombs will not be in range and it will just fall through the floor and if the player keeps on runnning a certain direction then the bombs will then just start falling

    I created an example of how I would use this in a game.

    We can't just throw grenades we need to add conditions that make the attack more real.

    --Each enemy should have a radius of attack and if the player does not approach him he does not see him and does not throw a grenade (you can see on the screen).

    --Each grenade should have a delay before the explosion, after the time has passed it explodes as in the real world.

    --Grenades can't be thrown with absolute precision they must have a spread of accuracy, enemies can't be absolutely accurate like Robin Hood.

    File c3p

    Ah this is what I needed! a timer , i didnt think of that.

    I agree with you on the bomb not being in the perfect position just didnt know how I can have it explode near the player and a timer does it.

  • You can check the distance to the players.

    distance(bomb.X,bomb.Y,hero.X,hero.Y)

    This doesnt work becasue if the player is running around surely one of the bombs will not be in range and it will just fall through the floor and if the player keeps on runnning a certain direction then the bombs will then just start falling

  • Hi, great example of trajectory calculation.

    https://howtoconstructdemos.com/trajectory-calculation-two-methods/

    Thanks this helped a lot. I got the curve going on the bombs now but the issue im having is the best way to make bombs speed stay 0 once they get close to the player to simulate hitting the ground. since this is a top down game there is no ground to make them stop.

  • Hello guys , I have my Ai and I want him throw a gernade at the player and arrive at the players position. depending on the player position the arc of the gernade thrown should be bigger or smaller.

    I can get the gernade to arrive at the players position using the tween behavior but creating a arc is outside my expertise.

    Would anyone know how to create something like this and a little picture to give a example.

  • I am creating a type of kanban board/white board. I have a card in my project that is a HTML object. In my project I need to zoom out and in the project to see everything. When I zoom in or out only the text on the card gets bigger/smaller and not the actual object all together. Would anyone know how to do this ? My code for zooming in and out is below

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  • Replace input text with just text makes everything on set. Input text mean to be used one when user type something and not suitable being moving around. That's exactly how I did with my crossword example: dropbox.com/s/2ymk52xp0inxk7k/crossword_alextro.capx

    I need input text object because the user should be able to create a card and on the card they should be able to name it and move the card where ever they want

    edit// okay i figured out what u meant I just added a text object to just display what the input object has and just make the input box invisible, this works. I will just use this going forward and add some sprites to help give it the effect that they are typing into their.

    Also just learned that if I wanted to do this clean and quick i could just use HTML but i dont know so I guess foranyone wanting to create nice clean menu just learn html lol

  • I changed it to using hiearchy and it did help a little, the lag of the text input object is not so bad but its still noticeable. This doesnt happen with sprites or any other obj just text input object. Also I need access to the link you posted I cant see the example.

    Also would you know how to create the events correctly using the touch. I keep trying to get it to work and it just creates even bigger lag with the input box then what I had before.

    // On touch object card - set position touch.x and touch.y // this is what im doing and makes it worse

  • What matter about pinning is it need to be pinned one tick a time that triggered by certain condition with pinned behavior pinned to only one object. so using everytick won't work, neither double pinned (each other) to both objects.

    what do you mean one tick at a time ? and im am not double pinning or using every tick

    So is it not possible to stop the lagging ?

  • I am making a kanban. When the user creates a card a text input object is created and pinned to the card. When you drag the card around the text input object is lagging behind. Is there any way to fix this.

    I have seen people complain about the pin behavior not working the way it should and was wondering if this is just me not doing something right or is it just construct

    project:

    drive.google.com/file/d/1JScRTByCrj5G3B0OtnDqvo_mF5AcMY5O/view

  • Just out of curiosity would you know of any work around or any code we can write to get around tiles automatically snapping or is it just simply not possible in construct 3 atm

  • Oh I cant see the link you posted by the way

  • What I mean is that when you are clicking on the each individual tile and pasting into your map essentially "creating your map" the tiles are snapping together. For example my tile set is 8x8 they are snapping in 8x8 positions and I cant place them freely because I need precise placements because this is a platformer game.

    I think you answered my question, tile maps will never be able to be placed freely so I guess ill just use objects sprites for these precise jumps which just seems like unnecessary work.

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ClassicQT

Member since 30 Oct, 2023

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