Braus's Recent Forum Activity

  • I believe this is easy but not for me. I'm adding up some values and I want the total to look like this: $ 1,000 instead $ 1.000

  • http://www.blackhornettechnologies.com/Construct2Stuff/Braus_ManualAnimation_B.capx

    Hey blackhornet

    Thanks. I will give it a try.

    Edited: Great! Danke!

  • > I have 50 instances and I need to get some instances and change the frame of them one by one. I am trying to do this using the UID number but it is not working.

    >

    > My pseudo-code:

    >

    >

    Repeat numTimes
    > > Pick all Sprite
    > > For each Sprite order by Sprite.UID ascending
    > > Sprite AnimationFrame > 0 : Sprite Set AnimationFrame = Sprite.AnimationFrame+1[/code:2oirrxxn]
    > 
    
    try using IID - its the numeration of objects that are part of same type.  while uid - is numeration of objects all placed in screen (if you have other objects placed your objects you pick wold not have a incremental order like from 1,2,3,4,5,6,7,8,9 but more like sprite uid 1,2,6,12,13,14, etc)
    

    Hey GCS

    I think it's not the problem I am having. Maybe the UID is not the issue. But I don;t know what I need to do to get this working. It is the smaller part of the game and I cannot solve it. I will be grateful if you can try to change my pseudo-code to try to help me to figure out this feature.

  • Hey blackhornet

    Actually, I need that each instance changes its frame once and one instance per time. For example: 1st = UID0 > change frame (wait 2 sec) / 2nd = UID1 > change frame / (wait 2 sec) / and so on. Can I change your code to get it in this way? Thanks for your help.

  • The ordering is unnecessary, unless each progresses one at a time, which is another problem.

    It's not working. Could you please change my pseudo-code to me understand how can I implement it?

  • "per time" is the critical point. "Repeat" will do it in one tick, that is all within 1/60 of a second. You need to delay each frame change or you won't see the progression, it will just jump 9 frames.

    Ok. So the rest of the code is right?

  • The repeat won't work. It's going to run that in one tick, so you'll never see the result. You'll need a timer to simulate the animation running, or turn on the animation, with something else to stop each after 9 frames.

    Hey blackhornet

    Why the "repeat" event is not work?

    I need to change the frame of each one of the instances per time. I really need a timer and I thought that the "repeat" would do this, or in other words: pick all the instances with non-zero frame and create an order using the UID number and then change the frame of each one at a time.

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  • It's just a small part of the game. I got a print.

  • I have 50 instances and I need to get some instances and change the frame of them one by one. I am trying to do this using the UID number but it is not working.

    My pseudo-code:

    Repeat numTimes
    

    Pick all Sprite

    For each Sprite order by Sprite.UID ascending

    Sprite AnimationFrame > 0 : Sprite Set AnimationFrame = Sprite.AnimationFrame+1[/code:1wgblp3w]

  • A full rotation is 360 so you could just add 360 to degreesToMove multiple times.

    Thanks for all your help.

  • "within 60 of 30" would mean 330 to 90, or 60 degrees in each direction from 30. So it probably is easier for you to just use the "is between angles" condition instead.

    I don't understand your last question. The equation is:

    speed = sqrt(2*deceleration*degreesToMove)

    It calculates the speed needed so when using a certain deceleration it will stop after rotating degreesToMove degrees. The speed will be higher for higher values of deceleration and degreesToMove.

    I would like that the spinner starts fast (750) but just turn 5 or 7 times and stop in the angle that I defined. Is it possible?

  • No problem. I got it.

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Braus

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