Mipey's Recent Forum Activity

  • Left arrow is down

    (negate)Right arrow is down

  • Yep, finite state machine. Give the ninja a private variable 'state', then set it to whatever the ninja is doing - "walking", "standing", "pickingnose"

    Then you just compare that variable and play an set an according animation.

    Finite state machines make game development much easier.

  • Um, I think unticking the "Solid" attribute achieves exactly what you've described. Any objects that aren't "Solid" will be ignored for purpose of collision check.

  • Well, yeah, I haven't completely conquered the concept of object pairer.

  • Yeah, sin and cos usually are calculated for floats. I'd love to see a lookup table that contains all floats between 0 and 360

  • That is most likely the cause of using an alternative style. I'd use the default - Visual Studio 2008 style - as others tend to bugger it for me.

  • Ah yes, forgot to mention that Construct processes events and conditions from top to bottom, if it changes the value in a way that it meets the next condition within the same tick, it will process that as well.

  • If I remember it correctly... if you have paired Sprites B with Sprites A correctly, then this should work:

    +Sprite B clicked
    +Pick paired (Sprite B)
    +For each paired (Sprite A)
    Change value to Sprite A[/code:1bana30c]
    
    But I'm not sure, I haven't worked with object pairer in a while. David should know better, there is a pairer example by him with rocks and veggies.
  • You could add debugging code to your project, for example a text object that shows contents of the array. I debug manually, because the debugger is kinda iffy. I rarely use it, mostly to check on the overhead and get more detailed error messages when my project goes belly up.

  • No, I meant this: "Do not pair objects and families. Always pair objects with other objects, families with other families, but never mix objects and families." This will save you from big trouble.

  • Smoothness is dependent on FPS. The higher FPS you have, the smoother mouse cursor is. At lower FPS, mouse moves large distances between frames, so it appears to jump. If you move your mouse quickly across the screen, you'll notice that it gets drawn a few times, skipping across gaps.

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  • That's a bit messy way you've got there... I'd suggest to only have one trigger, but two subevents with separate conditions. Also, there is no point giving 99999-55555 as a value, that is a simple arithmetic operation, just give 44444.

    Like this (+ is an event condition, ++ is a subevent condition, > is action):

    +On left clicked on Sprite3
    ++ 'Amount of water' greater than 44444
       > set 'Amount of water' to 99999
    ++ 'Amount of water' less or equal than 44444
       > set 'Amount of water' to 55555  [/code:1x8m8mfm]
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Mipey

Member since 16 Jan, 2009

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