99Instances2Go's Recent Forum Activity

  • Set elasticity to zero. More damping. And a density to like 6 or so (so they are weight more compared to your object).

  • An old example.

    Same with spawning in the other order.

    https://www.dropbox.com/s/xupduervio26y ... .capx?dl=0

  • LOS has a range.

  • Still, what randomly said is right. You just have to turn around the logic.

    Use line of sight on an object that sits on the light sources. When it see's an enemy (whit the shadow casting objects as obstacles) set a boolean in that enemy.

    Has LOS to object picks that object.

  • If you talk about 'link' then there are 2 sides to it.

    Link (1) as in "when one moves, the other moves with it".

    &

    Link (2) as in "when one gets picked, the other needs to be in the picklist too"

    For (1) you can use the behavior 'Pin'. Use 1 sprite as the base for the others. Pin the others to it.

    Before pinning, they have to be in position. Since you have carefully crafted them in the layout, that should be not prob.

    You dont have to use 'Pin', you can also set the position of one to image points of another one EVERY tick. To do this, you need to be able to properly pick them. And that brings us by link (2).

    For (2) You can pick based on an instance variable. Give them all the same named instance variable. Say 'ID'. Now in the layout change that variable, for those that belong to each other, to the same value.

    Now when ever you pick one, you can pick the other that belongs to it.

    Example:

    Mouse > On object clicked (button) <------- this picks the button that is clicked on

    System > Pick by comparisation > object = text .. expression = text.ID .. value = button.ID <---- this adds the object text with the same ID as the button to the picklist

    System > Pick by comparisation > object = indicator.. expression = indicator.ID .. value = button.ID <---- this adds the object indicator with the same ID as the button to the picklist

    ............... and so on, for all objects ....

    ... Actions work on the picked objects only.

    So you can after a pick like do in the actions ...

    (object) text > action > Set position to another object ... object = button .. and use that imagepoint

    (object) indicator > action > Set position to another object ... object = button .. use that imagepoint

    For (2) you can also use a Container. Look them up in the manual. They are extremely handy. But not for you in this case. Since you have everything set up in the layout. Containers help by creating and linking objects during run time. And they expand the idea about linking.

    They ...

    link (1) If one gets picked, the other gets picked.

    link (2) if one gets destroyed, the other gets destroyed

    link (3) if one gets created, the other gets created

    To finish, lets break down button.ID above.

    We call this an expression. If you look in the online manual. You always see 'properties', 'conditions', 'actions' and 'expressions' explained.

    An expression is info about an object (and optional its behaviors). They are always written the same way.

    button.ID

    button = name of an object.

    the dot = kinda a separator

    ID is the expression, in this case the expression for the instance variable 'ID'.

    Another example.

    Sprite.Angle

    Sprite = name

    the dot

    Angle = angle for the Sprite

  • I have should have seen that it is a variable.

    Still dont understand the flow.

    But.

    Is this helping ?

    https://www.dropbox.com/s/q8ba5y0ukogr5 ... .capx?dl=0

  • Do all the animations have more then 1 frame and are they playing ?

    To my knowledge, you can not name an animation to 7 or 6, so what are those 'set animation to "6" doing ?

  • Random(start,end) still works as expected.

    Range <-- means at least 1 number.

    [, ...] <--- means optional more (as much as you want) values divided by a comma

    So it also takes random(0,60,50,80,90)

    Same for Array.At(X[, ...])

    At least one X index

    Optional a list of other values (indexes)

    It now takes Array.At(1,2,3,4,5,6,7) without an error.

  • Yes a single object with different animations. That takes care of the graphical 'face'. If the characters are also defined by different instance variable value's, bringing the variables into an array will solve that. If however the characters have different 8direction properties (the used behavior), then i still have no idea yet.

  • I played with your capx (to no avail yet)

    https://www.dropbox.com/s/7o3j3igp2rqy9 ... .capx?dl=0

    But this needs rethinking. The problem is that you cant set (as far as i can see) the 'Directions' and the 'Set angle' properties on runtime for the 8Directions. So if those are properties that change with the characters, i dunno at this moment.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Lets do some advanced picking.

    Fully commented for a change.

    https://www.dropbox.com/s/6ip4xshf294ti ... .capx?dl=0

  • i would go with a trigger and 'impulse' at the desired angle.

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