Nimtrix's Recent Forum Activity

  • If you set your text to display Sprite.Angle, you'll notice that the angle is in fact not 60, but 60.00014... etc. It should probably be a whole number, don't know why it isn't.

    You can use int(Sprite.Angle) to round off the value for now though.

  • What you just wrote should work fine:

    SubtractHP.capx (r116)

  • The loop is probably not needed, are you using instance variables?

  • You probably just need to use a "For each" loop when checking your Drone's health. That way it checks every instance's HP individually and only deletes the currently picked object in the loop.

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  • Add the browser object to your project and use the "Request Fullscreen" and "Close" actions for 1 and 2.

  • It's just a blurry white brush with a transparent background. (fades to transparent)

    You can make it easily in C2's own image-editor by using the brush with hardness at 0.

  • You could use the clamp expression:

    BoundToWindow.capx (r116)

  • I noticed mine came a few weeks after the join date, maybe it'll show up in a few days.

  • You could always check the angle of the sprite. If you have one straight pipe sprite you rotate, the object's angle would tell you exactly which way the pipe is pointing.

  • The time scale is used to slow down or speed up the game time, so I assume you're talking about the game time itself, the number you get by using the 'time' expression? You cannot reset the game time, instead, create your own variable (call it something like 'timer') and just add 1 to it every second. (or even better, add 'dt' to it every tick)

    Edit: If you want to use time scale, you have to do it with delta-time (dt)

  • I tried this last time you posted, but the result was kind of wonky.

    Not perfect this time around either, but definitely better than last time:

    EggFollow.capx (r114)

  • I have absolutely no natural ability with math, and doing everything the long way helps me understand the math in an intuitive/visual way that is more easily processed by my mind.

    I see, forgive me for assuming you'd want to do it the easiest way possible, it's quite common around here since C2 does such a great job of simplifying things. It's a really good idea to do it all from scratch to get a deeper understanding of things, I often do so myself.

    Is there any advantage to using expressions beyond simplified code (such as running faster)?

    Not at all, except you might get things done in fewer events, which would help people with the free version to keep their project under 100 events. It's pretty much doing the same thing you do with your own calculations, but even if there were a few more calculations to go through, it wouldn't affect performance in any noticable way.

    I can't look at your .capx right now, but for ground rotation I would suggest you use ramones' solution, layer rotation has become much more viable (or at least easier) now that the collision rotates with it. (a few updates ago it didn't)

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Nimtrix

Member since 30 Dec, 2011

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