99Instances2Go's Recent Forum Activity

  • I was making you an example for you. And i had the same problem as you do. Bringing the z order out of the wheel event did not even help.

    https://www.dropbox.com/s/00qwl4huonuxj ... .capx?dl=0

    Ashley Seems like Z order sorting does not trigger a redraw when the sprites have a zero animation speed.

    Delete sprite 7 (the only animating sprite) in above project, and Z order does not update in the viewport.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Events are easy to colapse that way. For me that is easyer to read the code, as easy as i read my morning paper. And it easyer to drag them arround.

    But. A little warning. If you read the 'optimalisation' articles in the manual, there are words against using empty sub events this way. I never noticed any difference in performance, so i keep using them. Just able to wrap my mind arround things is for me as importand as performance.

  • You have that 'player.y > Tombstone.y' (player compare y) in both the PUSH and PULL group. (in the top condition)

    Well. See. The size of the player = 32*32. The tombstone = 32*32. Both origins are in the middle. Conclusion : Their Y should be the same (in a perfect world) when you push/pull because they stand on the same platform.

    This condition should never be true, and therefor the whole event should never be true.

    But. Positions in C2 go far in the decimals (like 45.458878884). Especialy when there are physics involved. Platform is a form of physics. Meaning: none of both objects is ever exactly 16 pixels above the platform. It is always near 16 pixels. Like platform y position + 16.01178 or platform y position + 15.8988.

    Conclusion: sometimes the players.y is heigher then the Tombstone.y, sometimes it is lower. Why it sometimes works and sometimes not. When you make the player jump, the player gets a new Y when landing. And again, sometimes his Y is lower, sometimes his Y is higher then then the Tombstone.y.

    Solution: offset the overlapper's orgin a few pixels towards the bottom. Now it should not collide on the bottom. And lose that condition 'player.y > Tombstone.y'.

    Not sure if you need it at all.

    You still have a few animation problems too. Hope you read trough the lines of my bad english.

  • You will have to post your capx, the tutorial seems rock solid to me.

  • A bit confused with the example. If the family is gonna contain different sprites (objects), then 'is sprite over overlapping family' is a bit weird (in my eyes). If the family gonna contain instances of the same sprite, then use 'is sprite overlapping sprite'. Pick nth will work flawless, pickedcount will work flawless also.

    In the other case, if the family gonna contain different sprites, then make a second family. And use 'is family1 overlapping family2'. This works if both familys contain exactly the same objects. Only under those circumstances IID will make some sense. Pick nth will work flawless, pickedcount will work flawless also.

    I never uses 'is family1 overlapping family1'. You might try.

    The solution is in the link i suggested you to read, btw.

  • IID has no meaning within a Family.

    Something to read:

    https://www.scirra.com/tutorials/556/un ... o-families

  • Yours spawns 2000 objects (as long as the value is 5), wich is a rare case, because of the 'add'.

    Mine 'we mine means' spawns once when the value is 5 and then not till it is again 5, that is what 'once while true' means.

  • The 'jump' is pretty good dt corrected. It is the 'gravity' that is not.

  • To bounding box on all animation frames ... with the origin on the same place in all animations and in all animation frames ... with all animations frames beeing the same size ... ?

  • I have seen your capx, but i do not understand what you try to do.

    So, let me tell you some basics.

    Lets say we trow dices. Now the randomness depends on how much times you try.

    So if you really want true randomness, the you got to try a lot. To do this in c2, try this.

    Global variable 'timer' ... number .. = 0

    Global variable 'Pick_Ups' .. number .. = 0

    condition > system > every tick

    action > system > set value ... variable = 'timer' ... value = floor(random(1,5))

    action > system > set value ... variable = 'Pick_Ups' ... value = floor(random(4,31))

    condition > system > every x second ... interval=timer

    sub condition > system > compare two values ... 1st value = Pick_Ups .. = .. 2d value = 5

    condition > system > once while true

    action > create on random places

  • Always solvable with math and an array & a grid to reduce the possibilities.

    But, you said overlapping dont work so i used overlapping.

    https://www.dropbox.com/s/k2dcuymlcsxbh ... .capx?dl=0

    Only moves on the grid with the tile = 1 are allowed. So, predefined paths are (boring) easy to define in the layout.

  • '0>1' means that it needs some coding like this (very basecaly):

    Global variable .. number ... = zero.

    Every tick > add 0.1 to number (with max 1 and a reset for the next lerp)

    lerp(50, 800, number)

    Now number steps from 0 to 1 in 10 steps and the lerp will got from 50 to 800 in 10 steps.

    It is as easy as that !

    What you do now is the equvalent of lerp(number,800,0.3)

99Instances2Go's avatar

99Instances2Go

Member since 12 Feb, 2016

Twitter
99Instances2Go has 2 followers

Trophy Case

  • 8-Year Club
  • Email Verified

Progress

9/44
How to earn trophies