Solomon's Recent Forum Activity

  • Are you guys just bumping up your post stats?

  • Insert all objects into one family and make an event where the family collides with itself?

  • LittleStain

    Meaning hypothetically, just mark an area (invisible) using events, an offset that could encompass not only the sprites size misplaced a certain amount of pixels, rather a range even up to twice the size of the objects dimensions (in one axis), as to replace a manually pinned sensor.

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  • Instead of drawing a sensor and attaching it to an object, is it possible to "draw" the sensor in some way by code instead, perphaps by specifying an overlap range; from - to ?

  • Yep, publishing to html5 will get you more views for sure. Plus instant feedback in the Arcade comments section here.

  • LittleStain

    Yeah for the last 15 minutes it occured to me that something was off with the way I was using the offset value...

    Thanks for pointing that out!

    Next time Ill make sure to do some more reading on the function itself... and not waste peoples time.

    Sorry for the trouble and thanks once again for the help, I appreciate it!

  • Yes I am having it too just recently noticed it, using firefox.

  • This is the link to the capx. Please download it and have a look if you may.

    https://www.sendspace.com/file/44kj1r

    This is bugging me out of my skull.

    I am spawning 2 boxes each 3 seconds.

    On is on screen left and one is on screen right.

    Now both are the same instances of 1 box. The box on the left is mirrored once it is created.

    I have an "offset overlapping" on the main box used to check the collision.

    Now here comes the problem.

    When I mirror the box on the left, the offset overlapping is not mirrored but remains on the same side that the orignal offset overlapping

    How is is possible to change the offset so that its "offset overlapping" is on the opposite side in the mirrored box instance?

    There are 2 conditions that I need to remain:

    1) Both boxes need to be of the same object type, and they need to be 2 same instances like they are now.

    2) The mirror must be done like it is now. Rotate 180 degrees cannot be used, because I need to use a complicated formula which has several different global variables: set X=self.x+....etc formula and not: move forward x+....

    In other words it is the same problem I am having in most of my prototypes from the beginning while using Construct2, I cannot no matter what I do, change the value of 1 instance when the instance is created by events instead of being placed by hand.

    I tried using families and the family instance variable, but changing that from the event sheed changes all the family instance variables for all the object which is really a shame, because if it was possible to manipulate some values of instances using family instances it would be a very very powerful feature.

    If I change the family instance, all of the offset collision changes for all the instances in the scene.

    I would be glad if someone help, so I can stop pulling out my hair.

  • It may have something to do with Nintendo wanting a cut from youtubers that make "lets plays" of their games (if that is still applicable).

  • R0J0hound

    Wow brilliant!

    Regarding the uid, that is unique so its 1 per instance, how can one get the uid of an object when an object has been spawned inside a game for the nth time?

    Once again thanks for the help!

  • R0J0hound

    Yep, I ended up creating seperate events for all. Im trying to cutback on extra plugins and not use behaviours which all comes down to more control.

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Solomon

Member since 22 Aug, 2015

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