99Instances2Go's Recent Forum Activity

  • Same with a 'non scaled' object.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74YUdleURpNVNKZWM

  • This thing goes round and round, and is never detecting any overlap. Yet it collides like the birds on my windows.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74T0hPRjVRTU5vUVk

    I apology for taking you for beginner. Now it is your turn, treat as the beginner (that i am).

    Explain the context where it is a problem ? Plz.

  • You can make you own collision polygones. Double click to sprite to acces the image editor. The polygones editor is the last icon in the tools bar. Right click in the graphic field to have more actions.

  • ysvw

    I wanted to give you a simple example, then i got stuck on the rules that dictate when the player dies.

    Only those rules make it a bit complicated. I choosed for: wrong key = natural looking dead.

  • A little bit like this.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74dU5LSGpKYmF6S1k

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  • If it is a bug, both must fail. The only difference is the SOL. And the SOL works as advertized in the manual.

    Also, the second event works, as proven.

    It is, in my opinon, virtual impossable to program c2 in a way that picking from the previous SOL behaves as an or.

    There is therefor ofcours also no OR exception in the manual when the manual explains the way that pick events work.

    Its, on the other hand, possible to add an extra condition to the system dat behaves like the existing 'compare 2 values'. And that could be 'compare if objectx overlaps objecty'. Without, just like the existing 'compares' altering the SOL. Can be done for collisions to.

    But, if that comes to c2, i surely hope someone else will explain the differende between a 'compare if objectx overlaps objecty' and a 'on overlap between objectx overlaps objecty"

  • Ok.

    Explain the difference between the 2 events in this capx, plz.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74V0FMSUZrTklDSVE

  • LanieCoder

    https://

    drive.google.com/open?id=0B1SSuCVV8v74cU5Ici1rNEp1YkU

    Just to let you know that i had fun playing with your concept.

  • About the last capx you placed.

    You always start at the bottom condition, and trace back. Knowing that: a pick condition looks at only the objects in the previous picked list of objects. Unless the list is forgotten. Forgotten is not the same as empty. So. When the list is forgotten you can read in the manual as i linked it for you.

    • The does not work section:

    Starting at the 'cursor is over sprite'. The previous picked list for that condition is made by the 'sprite is not on screen' condition. Al sprites are on screen, so that picked list is empty. Meaning, the 'cursor is over sprite' does not find any sprite in the SOL, and can therefor never be true. There are no referenced or unreferenced objects in the actions section, so we do not have to talk about at that. Althaught thats is mostly the problem. Because since the SOL is empty, no action can ever work on the sprite object.

    • The works section.

    Starting at the 'cursor is over sprite'. That is a new 'top' condition. Or 'root' condition, or how you want to call it. This means that there is no previous picked list. The picked list is forgotten. Not the same as empty !. Just forgotten. So, in fact, it makes its own pick list from scratch, starting from all the sprites again. And in the picklist that it made are all sprites that are overlapped by the cursor included.

    Same for 'sprite is not on screen' in there. It has no previous picked list, because it is a root, a new condition. So it has all the sprites to pick from.

    Dont know how to explain it better to you. I hope i made things a little clear.

    So, basecaly. When you compare 2 'pick condtions' (in an or, or an and, or an else, or in a sub) you have the obvious flag true/false. But besides that, the mutch more importand 'previous SOL'.

    Two things can happen.

    1/ Althaught the flag reads true as you expect it to be, the actions can get an empty SOL, an therefor work, but work on nothing.

    2/ The second (or third, 4th, 5th ....) condition can look for objects that are excluded by the previous picked list. Than the condition will not be true.

    There is one more way for me to state it more clear. When i may say it in my moms language. : )

  • I have to rephrase things. I was only half correct. The flag true/false gets set. Else unreferenced objects would not feel the action, and they do. But. The rules for picking still apply. The SOL is just empty. The action run on a empty SOL.

    https://www.scirra.com/manual/75/how-events-work

  • Do the first condition

    On A "prejump" animation finished :

    set A animation to "jumping"

    Followed by a new condition

    system > compare two values > first value 'A.AnimationName' equal to "jumping" > the set value action

    else > set the value differend

    Assuming that there will be only 1 A playing those animations.

  • There is no false/true case. It just adds or pulls objects on/from a stack. The actions run on the stack.

    The result of a pick condition like 'is overlapping' is not a true or false flag, the result is a list of objects, populated or empty.

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99Instances2Go

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