99Instances2Go's Recent Forum Activity

  • Because its important to answer the question. Now i know that you should use joints. I see you saying that you tried that.

    Why dont they work ? What is the problem with joints ? Plz, explain.

  • The function is called b4 the merging.

    Just use the trigger 'On created'.

  • so that i can later move the whole structure.

    How wil you be moving the whole structure ?

  • On turret target acquired is a TRIGGER. This means, when 'it' happens, the event runs. How to explain.

    Say you have 5 events and event nr 3 is a trigger. You could think they run sequentially. First event 1, then 2, then 3, then 4, then 5 .... and again 1. But the trigger happens when 'that thing happens' where it is designed for. No matter wich event is running, event 3 will run, when triggered.

    As a result, at that one moment a target is acquired it runs, and if you force it to acquire a new target in the same event, it runs again, and again, and again. Because that is what you want it do. It is, in fact, CALLING itself. So, after a while, this CALLING itself, exceeds the CALL STACK.

    Say, you code something like .... on the moment i open a door ... do this. And this 'do this' is: open a door. At that moment the 'on the moment i open a door' kicks in. Because that is what you just did, open a door. This is calling itself.

    Sorry, it is so evident to me, and so difficult to explain.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Are you using a sprite (a different object) for each card ?

  • You are probably calling the action 'play animation' each tick.

    Would you do something like this ...

    condition: Key is down

    action: play animation "thing" from the beginning.

    'Key is down' is not a trigger. It is true as long as that key is down, so it is true a lot of ticks in a row. Each tick it is true, the animation starts to play from the beginning. And you see only frame zero. Just make it a trigger this way.

    condition: Key is down

    condition: Trigger once while true

    action: play animation "thing" from the beginning.

  • Switch em off. Like a light switch ?

    https://www.dropbox.com/s/0kuoyak81m6bq ... .capx?dl=0

  • Use 1 sprite with ...

    If the houses animate, different animations.

    If the houses do not animate, 1 animation with for each type house a different frame. Set the animation speed on zero in the properties. Choose a frame to show a building.

    This shows you the principle.

    https://www.dropbox.com/s/x1ih1moli005f ... .capx?dl=0

    https://www.dropbox.com/s/m8d92je0dqp4a ... .capx?dl=0

  • Okay, i had some troubles. It took me a while to realize that PlayerBox is 'rolling' over earth. This way i could not use it as a reference, and the player is mirroring its imagepoints, so the player is kinda useless. I realized when i saw the collision polygons in earth.

    So, i had to make some adjustments to make my 'idea' work. The PlayerBox's angle is now fixed to earth.

    I had some problems with the animation triggers. Player got mirrored based on keys pressed AND based on the position of the mouse. I did not correct all the animations. That is up to you. Basely you got to check if a change in animation is only triggered once. If not, add a 'trigger once while true' to the condition.

    My idea is based on the fact that you have to calculate in angles. You can not calculate with angles thinking they are just regular numbers. For that i used the expression:

    anglediff(a1, a2) Return the smallest difference between two angles

    I just evaluate the difference in angle between two imagepoints on the PlayerBox and the mouse. anglediff has no problem with angles flipping from 360 to zero.

    https://www.dropbox.com/s/wzpo30u93sesl ... .capx?dl=0

  • Looked into the code. I have no idea yet, but it is lingering.

  • That is the moment where 360 degrees jumps to zero degrees. Suppose you compare to the angle towards earth.

  • Should use the timer behaviour. If you want to spend time.

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