keepee's Recent Forum Activity

  • really blue/green/red should all be the same object (piece) and then you can do

    +on left button clicked on piece

    +pick top instance

    but if you do need them to be different objects you can put them all in a family and do the same.

  • No, I believe the sub groups keep their enabled setting independent of the main group

    but of course if you disable the main group, none of the subgroups will run because they are part of the main group.

    that's how it should work, if it doesn't it may be a bug

    But this is something you could easily check yourself with a few events

  • Either they are off screen or behind something, or they're being spawned onto a layer name that doesn't exist anymore.

    a screenshot may help, but if you upload the .capx then someone will find out what's wrong guaranteed.

  • you could merge the top two events into one:

    +every second

         >add 1 to systemtime

         >set wavetype to ceil(systemtime/25)

    Also you could merge all the enemy objects into just one object, with different animations, and a variable 'type' which makes them act differently.

    That way you could just do:

    +pick a random spawner instance

         ->spawn enemy

         ->set enemy.type to spawner.spawnnumber

  • The easiest way to link is with the .uid's

    i'd have something like:

    --

    +For each Sprite

    +Sprite.IconUID = 0

         >Sys | Create object Icon at Sprite.x,sprite.y

         >Sprite | set value IconUID to Icon.UID

    --

    and then, to set the position of Icons..

    --

    +For each sprite

    +Pick Icon by UID: Sprite.IconUID

         >Icon | set position to sprite.x, sprite.y

    Edit: For the whole positioning/ transparency thing you could do:

    +For each sprite

    +Pick Icon by UID: Sprite.IconUID

              >Icon | set position to clamp(sprite.x,Viewportleft(),ViewportRight()), clamp(sprite.y,ViewportTop(),ViewportBottom())

         +Sprite Is on Screen

              >Icon | set invisible

         +Else

              >Icon | set visible

  • Sounds like it should work fine.. can you upload a screenshot or .capx?

  • in your distance expression, you're multiplying wall.y by 0.1.. you'll wanna keep that outside the brackets so it's

    distance()*0.1

    although i think 0.5 might be more what you're after

    also you should save it as a .capx file and upload that, it's the folder contents but zipped up, and can be opened by c2 directly.

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  • Why not just make your own drag and drop with events..?

    +on mouse clicked on object

         >set object.drag to 1

    +if object.drag = 1

         >set object.Y to mouse.y

    +on mouse left click released

         >set object.drag to 0

  • There's an action for lowering the position/velocity iterations

    lowering it is supposed to be less cpu heavy but honestly, last time I fiddled with it it didn't make any difference.

  • It's good,

    you could do this with multiple instances of the same scarf object (instead of scarf1,scarf2 etc) and a loop, .. that way you could make it however long you wanted with the same events.. but if that's not a big deal, and if you don't mind the extra objects, then this is fine.

    also if you increase the linear damping, the scarf will trail more. It's basically air resistance.

  • sqiddster Whiteclaws justifun

    guys, look at nimtrix's cap, you don't need anything like that..

  • Nope, 'for each' is all you need.

    +For each object

    +compare two values: is distance(player.x,player.y,object.x,object.y)

        -> actions

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keepee

Member since 6 Jan, 2012

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