Prowl's Recent Forum Activity

  • Trying to beat the forum here, I dont have enough rep to post links, string the below together just add in the h t t p

    jmp.sh/b/SmHi8Zi

    OrXIj1g0kglLG

    Just watch a little while, and youll notice what I am talking about.

  • What I have is say Object A is approx 5-6x the size of Object B, and I set the density to be 4x higher. Yet, sometimes when object A and B collide, Object A will change trajectory, and Object B stays on the same path. Sometimes they bounce off of each other as if they are equal, and sometimes Object B is the one that moves, and Object A keeps going. Sometimes it seems like the angle of impact may have something to do with it (collision points are rather jagged, rather than round) but in any event, I wouldn't think under any circumstance, something with 6x the size and 4x the density should be turned completely around by the smaller object, while they smaller object keeps moving and it's path completely unaltered.

  • I'll test here later tonight but do you think I'll be able to have them set to spawn at the same time? So object 1 will have a random spawn between say 6 to 8 seconds, object 2 random spawn 4,6 seconds, and objectives 3 2, 4 seconds.

  • Will donly Ram, I'll mess with it some tonight and let you know how it goes. Thanks again.

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  • Ok I get it. How about actually setting in this case, each animation frame to have different spawn numbers, and different spawn frequency.

  • I have a 0 gravity setting (space) and have objects of different size and mass colliding. I have set the world gravity to 0, and set different densities to correspond with the size of my objects. When they collide though, it seems to not actually matter. I can have my smallest object with a density of 1, hit my largest object with a density of 80, and given the angle, the large object may start moving in the opposite direction, and the small object not change course at all, or they collide and bounce off each other at the same rate. It seems to be pretty random, as if they do not recognize their density or mass at all.

    Is there something else I am missing? I have 3 objects, I want Object 2 to have 1/2 the mass of object 1, and object 3 to have 1/2 the mass of object 2, and for them to act that way when colliding in space.

  • Ram, you have me very confused now lol. So, I see where your gameplay spawns 2 different types of units, but I don't see separate code for the 2nd unit, or even the sprite for it anywhere.

    After looking more, I see how it has something to do with the alientype command you have built in, but im pretty lost on how you are using that function.

    In my case here, I have currently (and may have more in the future as I expand) 3 different sprites I want to be able to spawn from these points, and like the one you already helped me with, I want to be able to set their own spawn number, and spawn frequency.

  • Worked well Borgi thank you. Had to disable collision for object.a first so the 2 new objects wouldn't collide with it. I appreciate your help and knowledge!

  • So, I have objects spawning at random points, moving towards the player, with a random angle +/- a certain degrees, so their angle is never known. When that object is killed, it spawns 2 new objects. I want those 2 new objects to then move out a random +/- degrees in relation to the angle the object they spawned from was moving.

    Ex. Object 1 is moving at a 65 degree angle. I want the 2 new objects to start out moving at that 65 degree angle, but then have their own variance of +/-70 degrees

    If Object 1 is moving at 20 degrees, then I want +/-70 off of that 20 degree angle.

    Currently, the objects that spawn are set to angle (X,y) where x,y is the player

    Then rotate clockwise random (-25,25) to give some variance in where they go

    So, where do I go from there, to make the new spawned objects move in the direction I want them to (the direction the original object was going)

  • Rampack

    So I tried repeating this function for a 2nd object, and I cannot get it to work. I recreated the global values with the new name for the new object, and tried both just recreating the events and actions, as well as just copy pasting, and changing the gv's and sprites, and the 2nd object will not spawn. Any idea what I may be doing wrong? I also tried using a different spawn sprite just to see if that was it for some reason, which it wasnt.

  • I am working on a top down asteroids based space shooter. Currently while testing on PC (will import to mobile later) the set angle toward mouse command seems very rough while I'm shooting bullets. Meaning I can be shooting a bullets, but the bullet angles don't change from slight movements of the mouse, making hitting smaller objects at a distance pretty hard.

    How can I smoothen this function so the bullet angle changes even with sudden movements of the mouse

  • RAM! Thanks sir. That last bit worked perfect. I want to make sure I have a grasp on why, so I can help myself more going forward, because it took me a few tries to add the items myself (I didnt want to just copy your code and change the values, and I'm glad I didnt since I made some mistakes I learned form along the way.

    1) The create object line in the beginning, true, to false, makes it so it doesn't infinitely run the routine, and rather just runs 1 instance of it.

    2) Making it a sub event, rather than a complete list of separate events also accomplishes that

    3) Loopindex makes it so the asteroids actually spawn 1 at a time, up to the value listed, rather than all firing off at the same time, at the value listed

    Does that sound about right?

    1 last question, doesn't look like I gcan make a global value random(x,y) correct? It always sets value to 0. So if I want to have a little variance in my spawn time, I'll just have to ditch the GV, and put in the random(x,y) code with the loopindex?

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Prowl

Member since 15 Jun, 2015

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