MrMiller's Recent Forum Activity

  • CONGRATULATIONS, LUCID! THIS IS AWESOME!!!

  • Sounds great!

    So will the bug tracker still be used to report bugs for this?

  • The mouse isn't setting the angle, it's setting the target (or the location to arc to).

    Right. My mistake, I meant to say arc.

    To target a different object just replace "mousex" and "mousey" with the object's x and y.

    The expression is where I'm stuck. I want to be able to throw the object with a controller button and have the arc's size only be based on how far the distance the ball being thrown is from the object being thrown to. For example:

    01 ======= 02

    ^^^

    The 01 represents the object the ball is being thrown from. 02 represents the object that will catch the ball. Because the distance is short the arc will be short.

    01 ============================================= 02

    ^^^ In this one, since the distance is longer the arc will be higher.

    Here is all I was able to get up to:

    <img src="http://farm6.static.flickr.com/5148/5687138761_da25ea522d_z.jpg">

  • You can do it with one event with the physics behavior. Change the PV 't' to change how long in seconds it takes to get to the target.

    http://dl.dropbox.com/u/5426011/examples4/projectile2.cap made in 0.99.97

    Hey Rojohound,

    That .cap is great. I've never used the Physics behavior in Consruct before and I was wondering... is there a way to make the thrown object move to another object the same way as your example, but instead by using a single 360 button or PC keyboard command instead of using the mouse to set an angle?

    For example: I press 'A' on the 360 controller and the ball arcs to object A. I press 'B' and the ball arcs to object B, and so on and so forth.

    I've been able to activate the ball movement based on a mouse left click and set the ball's angle to the position of the target, but I'm having trouble changing the expression in the velocity equation to do what my example above describes.

  • Great information indeed, but forgive me if I'm missing something, but isn't the question really... "how do I do this in Construct?" And if so, how would you translate that information that's written in a language programming environment to Construct which is an event-based programming environment which inherently requires steps, input techniques and understandings that differ pretty much entirely from those found in the language programming environment used as an example in the flash video?

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  • For anyone working on C1, I just want to make a humble request... if anything can be done to get the layout object to work properly when you export a project to .exe, along with taking a look at the issue where game clocks made with global variables tend to break (i.e. won't always show visible between all layouts where it's supposed to be present, or starts to calculate incorrectly) it would be a Godsend!

  • There's also the option of CPM ad-supported software. There are free programs out there making a fortune from ad supported software business models. It's an instant money-maker, because you're getting paid each time the user opens the program.

  • If there is only an "is down" condition for the controller, then refine your first appoach. Add a global "isPaused" and combine the "Start is down" condition with "Trigger once"

    + Start is down

    + Trigger once

    -> Set isPaused to 1 - global('isPaused')

    This will set isPaused to 1 on every first press of Start, and to 0 on every second. Then add

    + isPaused equal to 1

    -> Set time scale to 0

    + else

    -> Set time scale to 1

    I don't know, if controller buttons are still detected if time scale = 0 (I don't have a controller), but apart from that the events above [s:2hjfl42f]will[/s:2hjfl42f] should work.

    Works! I wasn't sure if the trigger once command you posted was supposed to be input as an event or a condition, but I tried both and got it to work as a condition.

    And with that I'd like to start a new trend of showing a picture of the working events when a help question is solved (hopefully this will catch on):

    How to Pause the game

    <img src="http://farm6.static.flickr.com/5265/5675359651_25d7c6ce10_z.jpg">

  • I just did the following with the 360 controller:

    <img src="http://farm6.static.flickr.com/5109/5674536376_5163bf7cf2.jpg">

    ... and it pauses, except when I release the start button it unpauses. I tried using the keyboard object in its place with the same commands, but it didn't even respond.

  • By using start button is down, it will add one to the variable each tick as long as the button is down instead of once for the press. Try using:

    On start pressed

    (subevents)

    - if timescale is equal to 1, set timescale to zero

    - else, set timescale to 1

    I should've mentioned that I'm using the 360 controller object. As far as I know, there are no "on pressed" commands for the 360 controller object, only "Control is down", or at least that's all I have in my version.

  • Setting Timescale to zero pauses things, but I couldn't unpause and the characters just stood frozen, so I tried to do something more with events in the following manner:

    Event: Start Button is down ---> Action: System - Set time scale to 0

    I then used a Global variable with the "add to value" action where on the first press it would add 1 to the value and on the second press it would add 1 again to become '2'. I then put in:

    Event:"Is Global variable "Pause" equal to 2? ----> Action: System - Set time scale to 1.0.

    ... But I can't get it to work because it appears that Construct is adding to the value every milisecond, instead of only increasing the value by 1 each time I press the pause button. It's not even responding at all now, meaning that the characters just keep moving around as normal.

    Back in the summer, I had a similar problem with the "add to value" action in regards to Global variables with a different type of thing, but I was able to use "set value" and base the calculation of the value on a collision, and even though it was still buggy it worked to a degree.

    I'm stumped.

  • Knowing Nintendo the name would probably be something like wii 2 HD

    Instead of Wii 2, why not just "Wii Wii"?

    Now THAT would be hardcore.

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MrMiller

Member since 4 May, 2010

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