Danijerry's Recent Forum Activity

  • A point to note from the fabulous manual:

    "A simple example of a list of ten values would be a 10 x 1 x 1 array. Note that you should not set a size of 0 on any of the dimensions else the entire array becomes empty; it is correct to have a size of 1 on unused dimensions."

  • It was a little involved. I used a few local variables.

    It is an issue of updating the "SOL" each time. "Pick all" would do this. You can try disabling it and disabling or enabling the debug text that I have inserted, you should be able get a fair idea of how this works.

    May be the same could be applied to the other methods if you like them.

    Try this. http://dl.dropbox.com/u/28195143/c2_share/TargetShip_InvisibleSprite.capx

    Things to note: Sprite3 is very small, I am blowing it up to 300x300 so the edges would be fuzzy, you may want to use a better one to get a better overlap.

    Local variable "closestTargetDist" should be greater than the invisbile sprite radius to begin with.

  • To clarify the last condition does not go through each of the shadow instead always picks the first instance of the shadow sprite which is the one that is outside the layout which has a casterID of 100. To make this work you may have to go through each shadow using a for loop.

    This may be better!

    http://dl.dropbox.com/u/28195143/c2_share/Shadow_UsingUID.capx

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  • You could do it in a couple a ways:

    1. you could do a nested loop,

    Pick one ship and compare if it is within the distance of another ship of different faction.

    2. You could use an invisible object,

    I prefer this, use a sprite for example a circle of a certain radius.

    You could set to invisible

    Pick a ship and set the position of this sprite to the position of that ship.

    Check if other ships overlap with the sprite used

    For each of those ships check for the faction and the distance

    If the distance is lesser store the UID.

    I am also wondering if Pick nearest System event would work for you.

  • The problem is with the last condition in the destory shadow event.

    "Shadow --> casterID = ShadowCaster.casterID"

    disable it and it works fine.

    I guess the other instance is and this condition fails.

    If you want it to be specific you could store the IID of shadow to an instance variable in the ShadowCaster, and pick Shadow using it.

  • Oh.. I am getting it, all the events will be run every tick if the conditions are met. That's good to know. Thanks.

  • Simply replace "On start of layout" with "For each Enemy"

    System --> For each Enemy

  • In the Projects bar right click on Event Sheets folder and add new event sheet.

  • Nice work, thanks for sharing.

    I was just experimenting to create a projectile motion with mouse click using Physics. It seems to be tricky, if I want it to behave the way I want. I am thinking to create a behavior for projectile motion. Your work may help.

    But what is "VelocityMax"?, looks like a constant!

  • Hmm.. that should be useful.

  • Ashley Thanks for the reply and suggestions.

    R0J0hound Thanks for the fix, it works. And thanks for the plugin it is an essential addition.

    I understand how it works now and I shall follow your suggestions.

  • Did you take a look at the Lemmings Engine by Ize!

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Danijerry

Member since 6 Jan, 2012

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