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  • I forgot to mention in the other thread that you have prevent rotation on in the physics properties.

    Also, again, there's some bug with the collision polygon, set it to bounding box.

    Then it works.

    Also swap impulse to force, as it will shoot off super fast even with a tiny number.

    Impulse does the same thing as force anyway... only difference is that impulse is multiplied by 60

  • Why not do the same for players as you did for items?

  • mugensosa

    you need to set the origin imagepoint to be the same centre position for all animations, that's all!

    Numpad buttons can position it to edges/centre, also you can right click on "origin" and click apply to all animations.

  • You have a "scrolling" plugin which many people won't have and therefore cannot open your file.

    Just letting you know that it may reduce your chance of getting help..

    if you aren't using the the 'scroll' plugin, you could reupload it without that.

  • Michal11

    You could try adding a subevent with a loop that continues to reposition the object until it's found an empty space..

    This will loop a lot of times though if there is very little space for it to occupy

    Also I haven't tested so it might not work as it is, but it's an idea.

    repeat x times

    -> system create object x random (10,8000), y random (0,500)

       [subevent]repeat (maximum number, just set to 20 or higher) times

                 object is overlapping object

                 ->set object(1) position x random (10,8000), y random (0,500)

                 else

                 -> stop loop

    object(1) is a way to single out one of the object instances after the "object is overlapping object" condition.

    It's not perfect, there is probably a better way.

  • This error has happened to me on some exports, I just exported it again.

  • mutuware

    normally to fix this kind of error you would just rearrange the order of the events so that first the ship is angled, and then the rocks are positioned and angled (due to pinbehaviour), and then at the end of the event sheet check for collision.

    However due to these actions being performed by a behaviour, you can't seem to change this order.

    One thing you can do though is to add an instance variable for example "Destroyable" to the rocks, and set it's default to 1

    When the rock sticks to the opposite coloured wall, set destroyable to 0

    and then in the events where the rock collides with the same coloured wall add another condition to check if destroyable= 1

  • mugensosa

    You'll probably want to change when the character/gun is mirrored to depending on which side the mouse is on compared to the character.

    so if

    character is not mirrored

    mouse.x < character.x

    ->set mirrored

    character is mirrored

    mouse.x > character.x

    ->set not mirrored

    you'll need to rotate the guns sprite 90 degree's so it is upright. This will keep it pointing the same direction when it is mirrored.

    every tick

    ->set gun.angle(character.x,character.y,mouse.x,mouse.y)+90   [or do -90 if you rotated the sprite the other way]

  • Okay firstly, your cap didn't have the .capx extension so it looked like a dodgy(virus) file or something..

    but i had a look anyway:

    Use apply torque to rotate the rocket, not set angle (you need to disable prevent rotation aswell)

    using set sprite position/angle in tandem with physics behaviour often fails because it's as if the physics object is teleporting constantly.

    There seems to be some unusual bugs with the custom collision polygons, I had to set it to bounding box to allow it to rotate.

    also

    Make sure "set gravity to 0" is only on start of layout, not sure if this was causing any problems, but it's unneeded every tick.

  • It'll be easier to fix and explain if you upload the capx.. but don't you need another animation for running and shooting at the same time?

  • The problem is you're positioning the arm to the box object around the character (which isn't being mirrored).

    Also the image point for the arm needed to be at the shoulder.

    There was some other stuff as well but here's a modified cap:

    https://dl.dropbox.com/u/53374990/mirror.capx

    tell me if the download link does not work

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keepee

Member since 6 Jan, 2012

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