xeed's Recent Forum Activity

  • Hey Yann,

    Yes, simple WSAD movement.

    I already did the first part...angle now "follows" the change of X of a pixel, which is moved by the mouse. Just didnt find another solution yet.

    <img src="http://dl.dropbox.com/u/54216429/wsadmovement.png" border="0" />

    But other problems keep occuring:

    • the aiming stops when the mouse reached the borders of the screen.
    • the aiming sometimes does not work anymore when moving the mouse outside the layout

    any ideas welcome <img src="smileys/smiley1.gif" border="0" align="middle" />

  • works :)

    many thanks!

  • Hey,

    is there any way to divide a positive or negative value through a number, while always keeping the prefix?

    Many thanks :)

  • Thanks, kittiewan.

    Yes, it is a 1st person shooter with view from top.

    Your solution does not help me solving this. I'll try to fit the left / right movement of the mouse directly to the angle. The problem is, how to capture the data of x-distance while moving the mouse.

  • hey sqiddster <img src="smileys/smiley1.gif" border="0" align="middle" />

    sorry for my english.

    if the player moves the mouse left, he should turn left. same to the right. both directly. u did never play an ego shooter? the view is 2d from up.

    greets

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  • Hey Yann,

    the game is not that easy to describe in few sentences, but i'll try.

    Imagine multiple "holdpoints" to collect, and through which multiple enemies are random auto-pathed until these points are destroyed after being collected. Also the enemies can be killed.

    Both object types are preset to a route in a city layout (with solid objects etc). To not slowdown fps over the large map (with over 100 enemies+holdpoints+LOS+autopath movement), the limit of moving enemies is currently (the next) 4 along the route, and also they can also only move between (the next) 4 available holdpoints.

    Hope this description helps to understand where it should go.

  • Sorry to kick the thread, but i've read all stuff about this on scirra, and did not find a solution...just more questions coming up straight.

    which ID is selected by picking an object instance? UID, or IID? And is there a way to re-sort them during runtime?

    The aim is simple, but c2 seems it can not handle it without additional (instance or global) vars, which makes the events extra complicated:

    i got multiple instances of an object. if one of them destroys, the index of them should keep without "holes".

    But UID is static; IID's does not seem to auto-reindex ...so whats IID for, and how to access an object about it?

    Kyatric: Sorry, but picking instance 0 does not select the first instance of an object, once the first destroyed before.

    So, any answers and ideas welcome <img src="smileys/smiley1.gif" border="0" align="middle" />

  • and finally, just dont use facebook..

    *lol*

  • Hello again <img src="smileys/smiley1.gif" border="0" align="middle" />

    does anyone of you have an idea, how to control the angle of a player directly with the left / right movement of the mouse? (like in ego-shooters)

    I dont want the player just look towards the mouse position.

    Thanks and best regards <img src="smileys/smiley1.gif" border="0" align="middle" />

  • The last one is clear now, thanks.

    But is instance 0 always the first instance?

    PS: Did you read the update of my post up?

  • Hello Friends <img src="smileys/smiley1.gif" border="0" align="middle" />

    any way to do that?

    Claim: to set the UID / IID of the first object instance up to the one, which was destroyed before.

    Best regards

  • also i forgot to mention, that i need the condition "on any key down".

    help appreciated

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xeed

Member since 15 Jul, 2011

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