Davioware's Recent Forum Activity

  • I also found this out a couple of days ago, and I really needed it. Ash, will the new version of the plugin work in 98.9? if so could you pm me the plugin? I'd really appreciate it.

  • So is there no way to just check if "Sprite.X + (200*TimeDelta) is collision-free"?

    invert an overlapping at offset.

  • The pixel art is great, and really like the swinging character in the first scene. Pretty good so far.

  • It isn't hitting the boundary of the level. I'm not using the platformer behaviour. So I'd have to create two objects that set PlayerSight.X to "PlayerSight.X - whatever" for the right side and "PlayerSight.X + whatever" for the left side?

    It doesn't matter what it's hitting, you can just use system compare to check if the object passes a certain position and then set it to the maximum point you want it to be at. You probably don't need to make objects for this, and it doesn't matter if your using a behavior or not. A cap would help though, since I don't really know exactly what you want .

  • use set position and keep setting its postion to the level boundary if goes past it.

  • How'd you get five?

    I wrote 5 because you said you wanted to check if the angle was equal to the other angle within a range of 5 degrees. Maybe you meant a total of 5 degrees (not 5 on each side, like I wrote), so in that case I should have put 2.5. anglediff() just returns a positive value between 0 and 180, which is the difference between two angles, with the 360 crossover accounted for.

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  • Sorry, there's only the wiki and tutorials atm.

    http://sourceforge.net/apps/mediawiki/c ... =Main_Page

  • You must also do a for each loop with system compare if you have multiple instances or else it won't pick the right one, which tulamide didn't mention. Here's how i'd do it.

    Compare

    anglediff(sprite.angle,0) Less or equal to 5

  • I noticed this yesterday also.

  • http://sourceforge.net/apps/mediawiki/construct/index.php?title=Conditions

    You have to filter the SOL (selected object list) with condition picking. Imagine all the instances start out picked, and each condition eliminates instances from the sol which don't return true on the condition.

    For setting pv's when spawning, it depends on what version of construct you're using. In all versions, you add a spawn object action, then a set variable (or any other action) right after it, and it will pick only the spawned instance. Be careful with multiple spawning of the same insance in a single event:

    in 98.9

    You cannot put multiple spawn+set events in a single event or subevent and expect it to correctly pick and set each object's pv. To have multiple spawns of the same instance with different pv settings each time, you must make subevents (with just an ALWAYS condition for instance) for each one.

    in 99.42

    you can have multiple spawn + set events in a single condition, and it will pick the last spawned sprite.

  • you could also try writing your own circular reflection bounce, I think lucid had an example or something around here. Custom movement should help with the stepping also. I'd say go physics or custom movement+custom bounce code, don't go with the built in bounce, it's not great for realistic circular reflections. Give it a try anyhow.

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Davioware

Member since 25 Sep, 2008

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