99Instances2Go's Recent Forum Activity

  • Snap to edges would be nice. And i would like scaling.

  • You can never invert a trigger.

    Its a 'fire' thingy. When it happens, it throws kinda a fit at your events, and that trigger runs its actions independend from where you have coded it in the list of events.

    The invert would be 'when it not triggers' and that is the same as 'on every tick' + somewhere random in the list of events. That makes no sense.

  • Use the condition 'on overlap with', spark in an action.

    Use a second and inverted 'on overlap with', un-spark in an action.

    Probaly combined with a 'once while true'.

    You can not invert the trigger 'on collision'.

  • Take a look at this exellent solution:

    Updated my sample (first page) with better optimization.

    Also made interactive version from R0J0 example: pathfind_drag.capx

    All in here :

  • Thats is because you should lerp from start postion to end position. Now you lerp from a in-between-position to the end position. Sprite.X or Self.X is constanty updating. You create a Zeno paradox.

  • The bullet in this .capX has a speed of 12000. Yet this bullet (practical) dont miss a collision with an object with a size of only 40 pixels.

    https://drive.google.com/open?id=0B1SSu ... zdnV2tyd1U

    You can make it the player easyer of more difficult with the allowed difference in the angles.

    I corrected for the size of the object with an imagepoint. Anyone one knowing a automated way to correct to the size of turrent.target, could you tell me ?

    What do you guys/girls think of this solution ?

  • If it returns a '-1' and this 'do a thing' includes actions that are supposed to work on that object that a '-1' returns, then non is picked. But i can not now that, you did't give that info.

    To avoid this, you better make use of a function. Functions pick from scratch, they forget the previous picked objects. So the logic would be something like :

    (variable) 'Checked' = 0

    (variable) 'YtoCHeck' = the height of the tilemap cell / 2

    while

    'checked' = 0

    -------------------Call function"CheckEmpty" param(0) = 'YtoCHeck'

    if returned param. > 0

    ------------------ add cell heigh to 'Ytocheck'

    else

    ------------------ checked = 1

    ------------------ Do youre stuff with x = player.x and y= 'YtoCHeck'

    On function "CheckEmpty"

    Player is overlapping tilemap at Y = param. (0)

    ---------------------set return parameter to tilemap.pickedcount

    This should stop because you have a floor. Or you can cap it to 6 as you desire.

  • Moving platforms ? Make a new project, scroll down to platform template, is coverd in there.

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  • Your .WAVS are probaly not 16-bit PCM. But 32-bit PCM S24 LE or something like that.

    A WAV file is a container and can have many codecs.

    Convert them to the right format first.

    (by instance here: http://online-audio-converter.com/ convert to WAV on 'good')

  • Or use this event balancer.

    http://c2rexplugins.weebly.com/rex_eventbalancer.html

  • Sure you can, like this

    https://

    drive.google.com/open?id=0B1SSuCVV8v74WWdkLUZGZ3dDLW8

  • Hehe, worked on this, came back and found a more elegant solution then mine.

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99Instances2Go

Member since 12 Feb, 2016

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