LittleStain's Recent Forum Activity

  • I guess it would consist of getting the angle between the object and the object it bounces from on collision and setting the movement angle accordingly..

    Getting the angle is easy:

    angle(object2.x,object2.y,object1.x,object1.y)

  • English is not my main language, i'm learning by myself to be honest... I'm sorry if i'm not that good.

    My question is, it's possible to destroy a tilemap tile by tile?

    If you follow the search link posted above, you'll find your answer..

  • This is how I would do it with 1 event

    https://drive.google.com/open?id=0B3JLq ... lFhTnpHUU0

    If you need access to "selectedslot" at all time, you can move the var outside of the event and make it a global.

    Or even simpler:

    Select Only One

  • LittleStain - Thank you. I do believe I caught that shortly after my last comment. I did, actually, get it working by adding a For Each to event line 194. Go figure... I hate that I can't always tell when a For Each is needed. It has been my understanding that a condition like 194 automatically checks FOR EACH instance that meets the criteria and then equally does FOR EACH instance of any other related object that relates to those initially-selected instances as it goes down the sub-events. Ah well. I've got it worked out.

    It's pretty easy and described in the manual "how events work" and "subevents"

    subevents continue with the objects picked in the events above..

    if you want to pick another instance in a subevent you should first pick all instances and start reducing by conditions again..

  • I guess I would use something like:

    player is overlapping tree

    -- tree compare Y > player.y

    player move to object behind tree

    -- else

    player move to object in front of tree

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  • one thing I see immediately is the impossibility for event 194 to be true..

    It's topevent limits the selection of switches to the ones that are not activated, so it's impossible to pick one that is activated in a subevent..

  • I wouldn't..

    I would use the crop setting for fullscreen..

    Making sure the Hud is always the same by using viewportLeft() etcetera so everything is scaled/positioned accordingly..

  • I tried Vector Y, but you can jump higher if jump key is down

    Couldn't this be avoided by a simple boolean variable setting?

  • How is your character set up?

    Do you use different sprites for clothes, body etcetera?

  • It will automatically spawn a new destination, because it is in a container..

    Manual on Containers

  • Well I tried it out, and It's really frustrating to try and understand. Do you have any other method? This creates lots of problems. 1. The destination object isn't binded to any 'prey' so multiple prey will run towards a single one is no others are nearby or something. I don't know, It all doesn't make sense to me, It's giving me a headache. How were multiple objects created to be put ontop of the prey items when there was no event stating to spawn one for each instance of prey and there was only one at the start of the layout. Also, if I were to implement wandering AI, the destination wouldn't change with it and therefore wouldn't be able to run away since It wouldn't be ontop of the destination. Any explanation or other way to do it? I hate the idea of using an object for it to pathfind to because of all these problems. >.<

    I think I'm going to have a migrane from this stupid AI that I'm trying to make.

    The destination object is binded to a specific prey, as it's in a container with it..

    If you want the prey to wander inbetween, just pin the object to the prey and unpin it when having to run away..

    You could also use the pin to rotate the prey to prevent overlapping of the destination..

  • I'm not sure which part of your game you are worried about, but that's your choice..

    The next stable release will probably be somewhere in january..

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LittleStain

Member since 26 Apr, 2011

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