99Instances2Go's Recent Forum Activity

  • In the layout-editor you see on top in the ribbon (when you look at the layout and in the tab view) a checkmark with 'Show collision polys'. Check it and you will see red lines that stand for the collision polygones.

    If they look a bit messed up. Then double click the sprite to take you to the sprite editor. Choose the last tool on the left. Wich is for changing the collission polygones. Rightclicking and set them to the bouning box, will do in youre situation. Or change them to tour liking.

  • Its maybe easyer to format the source of the text ?

  • I suppose left and right will be grid movement. But.

    Will the jump be a grid movement ? How do you see that ?

    Will falling be a grid movement ? Explain the idea ?

    If a yes to those questions, then it is just grid movement in 3 directions. The down direction just happens till the object meets an overlap with ground on an imagepoint. Collissions cant happen. Everything will be a legal move untill a overlap occurs.

  • The expression: TurretObject.Turret.TargetUID

    If you did't rename the turret behaviour.

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  • Set score to zero in the 'on touch event' on the starting layout and before you change layout.

  • https://www.scirra.com/manual/83/variables

    Global variables store their values between layouts. Events in any layout can access any global variable, even if it was created in a different event sheet that is not included.

    The meaning of 'global'

    System has an action to reset globals.

  • In fact, in lerp(x,y,z) the z stands for the time that it will lerp from x to y.

    You choosed dt as z-factor, wich is fine, but liniair.

    The thing is, if you change z to a function, also the time is effected. It wil be a bit try and error. (for me it will be).

    So if you change z to 'dt^n' with n a number your choose, you will have a curve. How bigger you choose n to be, how steeper the curve.

    You can google on "graph for x^3" to see the curve drawn. Or x^4 ... any math.

    But now you also changed the time. So you have to correct it somewhat to youre liking.

    That is why i proposed (dt^n)/m, where m is any number that gives you an acceptable time.

    So, you choose n and m and it wil be, with by instance n = 3 and m = 2 ... lerp(x,y,(dt^3)/2)

  • There is no difference in the curving. (i layed one on the other).

    If you mean 'the other way' that would be lerp(item.opacity,0,dt).

    You can have a differend curve using math like: lerp(item.opacity,100,(dt^n)/m)

  • In the layout editor, if you use standard layout, on the right you have a window. In that window you can show Layers, Projects but also Objects. Choose it to display the project. Find your object, drag it to the layout.

    If you want to completely delete 'the last object', then you do that also in that window under the rightclick on that object.

    Also, when you have objects showing, you can rightclick that window to filter the objects, all objects for the whole project, or only objects in the current layout. This might be a help to know wich objects are in a layout.

  • You can set Solid enabled/dissabled in an action.

    So right before you Regenerate obstacle map and Find path, dissable the Solid for the object you want a path for.

    And enable after it after the on found the path.

  • So, you have the animations. And you have choosen a key. I suppose you play the animation when the key is pressed.

    I suppose you have some variable that gets set when the key is pressed, so when a 'block' happens

    Do you check that variable when the thing hits the player before drawing health.

    For how much time is that variable set to block ? One tick ? As long as the animation ? As long as the key pressed ?

    When and how is that variable resetted ?

  • Looking at your capx, i realised what i did wrong. The 'nearest' must be included in the Selected Object List from the previous pick condition. That is also not the case in youre capx.

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99Instances2Go

Member since 12 Feb, 2016

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