LukeMarkBrady's Recent Forum Activity

  • andreas, sadly no, i tried that at 1st but didnt work, this just destroys the current object before its even created, basicly not creating an object at all

  • well i think its my only option, once they create one ball and its gets used, they will create another. that 1st ball will never really get used again so i thought destroying is the only option.

    i guess i could have 2 objects and as you said make 1 invisible while the other shows, and simply keep switching between them..

    what ive gathered so far is i can do the destroying technuiqe by giving the ball a UID, so the 1st ball would have a UID of 0 and second ball would be 1, then something like

    if UID is higher than 1 - delete ball with instance of 1 - change value of UID of ball 2 to 1

    thats even if that would work, if so i cant seem to write the events for it lol

  • hey guys, ok i know this should be a simple task and few members have tried to explain it to me but being the impatient type that i am i just cant seem to grasp it.

    ok so in my game the player can create objects in runtime, so far they can create infinate number of the same object (for example, a "ball")

    now what i want is so when the player creates ball number 2 (which is the same object as the 1st) ball number 1 gets destroyed.

    i know it sounds simple and it probably is, however ive really hit a rock here and cant figure it out. <img src="smileys/smiley7.gif" border="0" align="middle" />

  • thanks for the reply, ive had a good read but im still confused by this. lol. i try to set it so it deletes instance 1 if 2 are on screen but that just deletes all the conveyors i have instantly <img src="smileys/smiley5.gif" border="0" align="middle" />

  • ok youve got me, im trying to underetsnad what your saying but just dont get it.. i cant seem to give the 1st conveyor a unuiqe id of say 1,

    then when i make 2... delete 1...make 2 into 1

    i just cant seem to make it functional in the events

  • worked like a charm =]. thankyou. as you said i used the angle to determine which way it should face and works with no trouble.

    one last thing i had a bit of trouble with,

    when i create one belt object, how do i set it so the 1st bar deletes when i create a second, so only 1 is on screen at a time

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  • nope, that didnt work lol. take look and see what i mean.

    mediafire.com

    when i make a line from right to left, as soon as my mouse passes a certain point, the belt switches into -100

    <img src="smileys/smiley5.gif" border="0" align="middle" />

  • never mind, i found it <img src="smileys/smiley1.gif" border="0" align="middle" />

    i just made an event that checks if the x value is higher than point b, if not, chnage the velocity to -100

    works like a charm. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • is there even a condition that can tell if the object is made left or right or right to left?

  • ahh yes i see. is there a way to set this during runtime, in the game the player can click two points and a conveyor will appear inbetween. now a positive value will work for conveyors made fromk left to right, but i want negative when players make conveyors from right to left.

  • yes! thyanks to you ive got some sweet looking conveyor belts. the thing i love about your method is the collision with the cube looks smooth in runtime, ive just been testing tons af angles for the belt and every time the box just sticks to the belt and moves. i love it <img src="smileys/smiley36.gif" border="0" align="middle" />

    there is one issue however, the direction of the belts on my game only go to the right of the screen, even if i place the belt the other way around, all boxes still move to the right :S

  • ok cool, ill give this a shot later today. thankyou Kyatric, youve helped out a lot! <img src="smileys/smiley36.gif" border="0" align="middle" />

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LukeMarkBrady

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