LittleStain's Recent Forum Activity

  • centery = 1363

    centerx = 402

    Not perfect, but pretty close..

    If you want it perfect, using my solution to position your sprites would be better, but this is pretty close..

  • Well, like I said, the global variable centerX should be the x-coordinate of the center of your circle and the global variable centerY should be the y-coordinate of the center of your circle.

    All should work perfectly if you change that..

  • You mean like rojohounds first example?

  • You didn't understand that centerx should be x-coordinate of the center of your circle?

  • There seems to be exceptions when the event line assumes "all instances that meet these conditions".

    There shouldn't be..

    If you use events that don't pick, like the system compare expression, things might get messy, but picking objects is picking objects and subevents will reference only the already picked objects..

  • Well, Like I said, the above expression will get the angle between the objects, to get a good bounce you will have to use that angle and the movement angle of the two objects (probably using the speed as well)..

  • It's not clear (to me) from your explanation what is not working..

    What is the difference between your pc game and the one on google drive or are they one and the same?

  • I guess your answer would be much easier to answer if you would either share your events or the capx..

    Like the manual explains, simulate latency should only be added to the host when testing local, since that guarantees every message in the game will have delay added..

  • When asking for something specific, it would be easier to answer if you could give an example capx..

    Without a specific example I could think of using the boundingbox (left,right,top,bottom) to check the overlap or maybe using detection-sprites or imagepoints to do the same..

    Maybe in your situation it would even be enough just to check the position of the sprite compared to the object it overlaps..

  • I was sure that picking all overrides the picked(touched) object, even if it's not a nested event, good to know I was wrong

    Yeah, subevents follow the picking of the topevent, not of other subevents..

  • I guess I would handle it something like this:

    Inside Outside Bounce

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  • No I don't because the code says "choose(0,90,180,270)" or a variation of that and it always changes depending of the position of sprite, like for example if i have walls in the north and south the code does "choose(0,180)"

    And I have a code for every single possible combination in between a wall at every side, and a wall and no side.

    Well after the choose() expression the direction is chosen right?

    So that direction should determine the animation..

    Maybe to make it easier on yourself, you could set an instance variable on the sprite to the choose() and use that instance variable for setting the animation..

    Another way, if this choose sets the bullet direction, you might also be able to add a condition

    for each sprite

    system compare two values: sprite.bullet.angleofmovement = 180

    set animation

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LittleStain

Member since 26 Apr, 2011

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