99Instances2Go's Recent Forum Activity

  • Well i am totaly wrong. You made me doubt myself.

    Look at this:

    https://drive.google.com/open?id=0B1SSu ... 1A2d3BSRG8

    If you change the gravity of 1 object, you change the gravity for all objects.

    I apologize for saying dumb things (again).

  • The paddle gets pushed away by the weight of the green things.

    With its gravity set to zero, it will not fall. It will not feel its own gravity.

    It still feels other objects pushing.... feel forces that other objects apply to it.

    It does not feel the gravity of the green things, it feels the weight of the green things caused by there gravity.

    W = m * g

  • The gravity of the green boxes is not set to zero. In fact, it is set to 10 in the layout startup. Wich is perhaps to much too.

    Each object has its own personal gravity. Each attached behaviour has its own properties. Its is not 1 3D world.

    If you pick out 1 of the green things, and set its gravity to zero, then the others will still fall.

  • The Keyboard 'Space event is down' ads some counterforce to soften it all some, when you release the things. It might need some adjustment. Else those things jump everywhere if you push the paddles back.

    And yes, 'Space is not down' works against the gravity force. Its just pushing against the falling things. They fall due gravity. Thats was key and a demand in your question. Can rotate those paddles in easyer ways. You wanted it done by physics. And that got me curious. Just like you, i am here to learn by trying to solve other poeples puzzles.

    Regarding the big numbers. Its is a bit like in real live, if you only apply torque, you need a lot of force. Try closing a door by pushing close to the hinges.

    I did't choose those numbers by logic. I just made them big enough to push against the against the gravity, by try and error. To be honest, i did't gave it that much time.

    I just mimicked real life physics.

  • Here is a capX that works nicely.

    https://drive.google.com/open?id=0B1SSu ... ThyM0JFb0k

    It will not work in an 'on start of layout' if you created the objects in it & tried to pick them also there also .. in the 'for each loop'. But that has nothing to do with the audio plugin. You just cant pick newly created objects before the next top-level event.

    It wil not work if your sounds are in the 'music folder'. See browsers limitations in the manual.

    https://www.scirra.com/manual/109/audio

    I used a timer to hear the sounds individual and to stop/start them in one event. The wait action is not a good option. For the same reason i gave them tags.

    Click an object to start/stop an engine. Press numpad 0 - 3 to choose a 'car' to be able to steer it.

    Hope this helped you some.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Save it as a single file (= .capx). Post the resulting file.

  • I beleive this is the logic that you are looking for, staying on topic regarding the question.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74dTJwQXRKNWxoX28

    Beyond your question, as Paradox states, a turret works fine, just have to cage the 'on shoot', or set the firerate so it shoots once in an hour.

    A little bit further then the question. I suppose this is an embrional part of a much bigger game system. Maybe at one point you need to dedect obstacles between the families, or even members of the same familie are obstacles to each other. Then a turrent will not be the solution.

    In that last case is you original plan (when implemented right) easyer to expand with new rules. Or you migh choose allready now for Lign Of Sight (with its specific problems and workarrounds)

    Hope i helped some.

  • How do you currently let them make sounds ?

  • Then you trigger the animation 'on jump' and every tick. Or 'on jumping' and every tick.

    Add a system condition 'once while true' to that event.

  • With families i do it this way, looping trough the picklist:

    https://

    drive.google.com/open?id=0B1SSuCVV8v74bjhMZjdpRU9XaG8

    The instances that overlap and have the lowest healtpoints get set opaque, or can be destroyd. A situation that happens a lot.

    Without families and no addon, i have honestly no idea how to do the same. Mayby one day i find a way.

    (Rex could have answerd you that he has an exellent addon for that)

    The thing is. Families are extremely helpfull with picking problems. I understand completely why they are only available in the payed version. Missing families is missing out a huge amount of possibilitys.

    But, almost all beginners have no way to know what they miss. They should make there games according what is possible with the free version. But they have not idea how to do that, and they can not have an idea. One of those things is: do not overlap more then two instances of same object hoping their are conditions to snap those individual overlaps. If you do, you work beyond the limitations of the free version.

    That is my opinion. (means nothing, everyone has one) And mayby there should be some clear document explaining this, when listing up the differences between payed and free. But on the other hand, in my case, i would not have understood that doc, not even after 20 times reading. I would have come to the forum to read how other people solved this. Luckely this community is heaven.

    I cant apologize for my English, i know it is horrible, but i do my best.

  • There are many ways, here are two in 1 capx :

    https://

    drive.google.com/open?id=0B1SSuCVV8v74dVBTN3paT08zMXM

    Mouseclick will switch.

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