99Instances2Go's Recent Forum Activity

  • lol 7Soul, beating me in a few minutes, mine is obsolute now.

  • You have the variable PlatformAngle and the expression LayerAngle("platforms") .

    At the same moment as PlatformAngle gets capped on 360 (not sure, events are a mess), the expression LayerAngle jumps from 360 to zero. 360° = 0 °. You cant read out the expression to turn, it goes a differend path then the variable. Thats one. On top you handle the right button with an else, and in this case even sunbaiting in Tinerife meets the else condition.

    Here you go:

    https://

    drive.google.com/open?id=0B1SSuCVV8v74Z0cwakw3OG0xU2c

  • Can we review the events ?

  • You will never get a timer in sync with an animation. Useless to try.

    If you want something to happen on the end of an animation, then set the animation in 'no loop'.

    Use the 'on animation end' trigger to do wath you need at that time and restart the animation. Now the animation loops and you can use the triggers as timers.

    If u want to change in animations (by inst. directions changes) to happen after the previous animation ended, not during. Then record the need to change in a variable. Something like 'on key pressed' set variable to 'number of key pressed" Add to the trigger 'on animation end' an event that compares the variable. Reset the variable in an action, change animation.

    That are the two things that i can understand out of youre incomplete info. Did i understand it wrong, then write exact what you want the sprite to do when what is triggerd.

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  • rexrainbow

    We all know the main annoyances. (I did not use the word problem)

    1/ The Forum is filled with poeple asking for assistance with de Selected Objects List.

    2/ Most beginners (including myself) have a hard time with understanding the relation between subevents and a previous made Selected Objects List.

    3/ Most beginners (including myself) seem to have troubles with visualizing the Selected Objects List after a pickevent and wich objects will be passed to the actions.

    4/ Most beginners (including myself) seem not to understand the difference, in relation to picking, between system based comparing and object based comparing.

    5/ Most skilled forum mumbers seem as they gave up on answering the same question over an over again.

    This is a very good example: forum/is-this-a-bug-in-construct-with-or-statements_t170213?start=10

    Its is my sincere understanding that those annoyances can be solved by a (optional: you bring it in the layout or not) dictonary holding the SOL. Debugging would be a lot easyer for beginners. The learn curve would be a lot flatter. And it can be a big help with advanced picking.

    I know that this is totaly no issue for the skilled people. But. Think back at your first days with Construct. Even when that were the Classic Version days (like in my case).

    Hope i made my point, not gooing to nag more about it though.

  • https://

    drive.google.com/open?id=0B1SSuCVV8v74djIyNjJnejRRU3c

  • famousgnu6 All true. Except.

    Needed, when you use it as a loop without prior picked conditions to run trough instances.

    And that is what is happening here (i suppose, i see no CapX)

    For each "turretBase" --> system create object "turretGun" at layer enemy1 and at ImagePoint turret.ImagePointX("Gun")... and the same for X.

    LudvigMarten

    So, what you coded is a loop. (if u used system > create/no containers) It repeats turretbase.count times. Each time it creates an object 'turrentgun' on the position turret.ImagePointX, turret.ImagePointX.

    There are 3 objects in there. One and only one 'turretbase' in the picklist. The object that gets created by a system > create does not need to be in the picklist. Obvous, it is new. So 'turrentgun' is fine. The object 'turret' on the other hand is not picked. The system does not know that you need the 'turrent' that goes with the 'turretbase'. In fact, it works, (it makes turretbase.count times an 'turrengun' on the same place), but not as you intended. Ofcours, that is differend if you mean turretBase.ImagePointX/Y.

    Easy way is just:

    Condition > for each > turret / action > spawn object > turrentgun at imagepoint (name or number), layer as you wish. The imagepoint is now the imagepoint (by name or nr) from that one picked 'turret'.

  • I d'ont see an issue. Must be the beholders eye.

  • Just an idea

    https://

    drive.google.com/open?id=0B1SSuCVV8v74Rll5cktQcGR1Skk

    But, you have to finetune it yourself.

  • https://

    drive.google.com/open?id=0B1SSuCVV8v74aFdjWXRwUEtMaFE

  • Works fine ?

    https://

    drive.google.com/open?id=0B1SSuCVV8v74Sm1STmIzQmVsVVU

  • add a Global Variable xx = 0 (number)

    add a Global Variable yy = 0 (number)

    Direct after a key trigger condition: (or every tick, as you wish)

    add action > system > set value xx to player.X

    add action > system > set value yy to player.Y

    Then make the move as you allready do

    Then

    add condition > player is overlapping walls (because that would be an illegal move)

    add action > player set postion to x = xx / y = yy

    And read to manual about variables.

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99Instances2Go

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