xeed's Recent Forum Activity

  • Thanks.

    Is there any formula or direct "wait for X ticks" command?

  • I got the same problem.

    Is there any solution?

  • Afraid I have not seen this before <img src="smileys/smiley3.gif" border="0" align="middle">

    Hope you accept our site construct-games.de, so we dont need to use ads anymore :)

  • Thanks for your suggestion.

    Sprite1: On collision with Sprite1

       +System: Pick Sprite1 instance 0

          -> do something

       +System: Pick Sprite1 instance 1

          -> do something

    Thats how I made it first, but it won't work. I am testing if the correct instances are selected to let them stop movement, but only one of them stops.

    I also dont understand how this should work, since I guess the IID / UID does not change when checking for the collision to the other. Maybe someone could explain me what exactly happens in this condition

    "Sprite1: On collision with Sprite1"

    Many thanks <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi,

    is there any way to auto-select & copy text from a textbox into the clipboard?

    Many thanks :)

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  • Hi,

    I am trying to select both colliding instances of a single object.

    The first question is: how do I check multiple instances of ONE object against each others collision?

    And at least, how can I access both involved instances (IID / UID)?

    Many thanks :)

  • Thanks for your suggestions.

    cow_trix: which one do you mean? the internal supports "regenerate obstacle map", but this feature does not work as expected in my project, even if i am using a "soft collision radius".

    vtrix: my idea is simple: every tank got all other tanks as obstacles. when collision is recognized, one of the "colliders" regenerates its obstacle map. anyway I made it, but it wont work. So i am searching for a kind of script example.

  • Hi,

    I am searching for a solution for a Realtimestrategy Game, so that enemies moving along a path avoid each other in realtime.

    Rather I am missing this feature in the actual RTS Template.

    Is there any (clean) solution available?

    Many thanks <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi,

    I am trying to combine background music with some shooting / hitting sounds.

    So I imported the fx sounds into the sounds folder, and the background music into the music folder, which seemed to work without problems.

    Anyway, when previewing the project in Firefox or Chrome with activated music, the sounds are only sometimes or not played at all. If music is off, the sounds are played correctly.

    Someone has an idea how to fix this?

    Many thanks <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi, somehow I can't get it working.

    Got 2 Families, 1 for multiple Enemies and 1 one the 2 Players.

    Anyway, the LineOfSight Check does only work for ONE instance of each family members, so enemy(0) see's player(1), but for the rest of the objects the los is totally ignored.

    <img src="https://dl.dropboxusercontent.com/u/54216429/losbug.jpg" border="0" />

    Someone got an idea?

  • Hi,

    just tried to purify Yanens Project to get it kicking a usable 1px based landscape instead of the huge 20px cubes.

    Anyway, the performance sucks, and I got no other easy idea to generate a usable landscape for a bomb / scorch clone.

    There are 2 ways implemented, 1 uses the scanner to fill the ground area, and the other, much faster way is to fill Y to LayoutHeight down from every ShapeDot drawn before.

    dl.dropboxusercontent.com/u/54216429/c2/random_terrain_test_10.capx

    So my question is, did anyone currently implement a working 2d landscape generator into c2? Or any idea to tune this non-array version?

    Many thanks :)

  • of course, thats it.

    Many thanks :)

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xeed

Member since 15 Jul, 2011

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