99Instances2Go's Recent Forum Activity

  • Talking about events 16 - 18. There is no 1 solution, because there are many problems.

    Lets list up the problems (those i see) , and see if you see how to fix them.

    1/ There is no zombie picked in event 15.

    2/ There is no system (preferable containers) that links a zombie to its ZombieArea. So, even if you picked the zombie, you can not pick its ZombieArea. Overlap condition will not help, because sometimes they are with 4 on almost the same place.

    3/ Since there is no ZombieArea picked (so it is an un-referenced object), the actions addressed to ZombieArea, work on all of them. So, each one is set to solid. And there will be an obstacle region generated around each ZombieArea. You can as well regenerate the whole obstacle map, and have them always solid, if you not gonna pick them.

    4/ The obstacle map is ready in the next tick. But you force them to find a path in the same tick. Before the obstacle map is ready. In event 16.

    5/ And the worst. There is only 1 obstacle map. Every time you send a human out to find a path, it considers the same obstacle map. Now. If you get it to work, then every time you mark a region on the obstaclemap as en obstacle, it stays an obstacle until you clear it. So, the way you do it, in some short time each cell in the obstacle map will be marked as an obstacle. See it as stamps you set.

  • randomly

    See his previous question :

    If it is about this, then i see 4 big problems, an i dont really know how to solve them. I mean, i cant do better then you.

    1. If the 'drawing' (that is basically creating sprites) happens in the same loop as the 'checking', then i cant see any easy solutions. Due the fact that you cant read from a newly created object till the next top level event.

    2. The drawing happens in lines, segments. Not in dots, points. So, there are no coordinates to check.

    3. The solutions for (y) when iterating x are floating numbers. No chance using a 'is the same as' comparison.

    4. Iterating x by 1 is relatively still a big sample rate. Even if you clearly see 2 functions intersect, the sample rate will be to big to capture it.

    Still assuming it is about the same thing in his previous questions.

  • Or.

    Use the X-axes for its index only, meaning : dont store values on the X-axis.

    Store values on the y-axis.

    Now if you need to sort, you just copy the y value (that you want to sort on) to the x axis, sort on x, done.

    Easy as this.

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

  • When it is top-down and using a tilemap, the speed of a moving object is directly linked to the tile id on a certain position. Use the tilemaps's translations from position to tile index to find the tile id. Use the found tile id to influence the speed.

    You want a beter explanation, provide better info, best info is a capx.

  • What stepping mode do u have ?

  • You can not write numbers on the axes, unless they are exact. You cant show math & at same time be mathematical incorrect. Like not done, but you of course do what you like.

    If you want to be mathematical correct, then those curves can not all 'show something interesting' on the same scale.

    If you want to show 'some interesting curve' that is also mathematical correct for all those very different formulas then you need a better scaling. Dont feel like figuring that out myself. Up to you.

    https://www.dropbox.com/s/rv2vwd9rhn0hn ... .capx?dl=0

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  • I dont understand why you want it difficult by not drawing around the (0,0)

    https://www.dropbox.com/s/ptd5o0qy95664 ... .capx?dl=0

    x = the counter, nothing else

    y = the function solved for only that x

    You need to build in a scale-factor, as i did with scaling y.

  • You can not combine physics with other behaviors.

    https://www.dropbox.com/s/ecfetra2nwc9f ... .capx?dl=0

    Carefully read the property in the manual.

  • On two places.

    1/ the time when starting the timer

    2/ in the lerp (event 18) ----> lerp(Player.startX,Player.destX,Player.Timer.CurrentTime("go") * 5)

    The lerp factor (that Player.Timer.CurrentTime("go")) must count from zero to 1.

    Whit the timer counting to 0.2 (in my example) you must multiply the counter with 5. Thats is why 5 is there.

    If you start the timer with a time 0.5 it has to be Player.Timer.CurrentTime("go") * 2

    If you start the timer with a time 2.0 it has to be Player.Timer.CurrentTime("go") / 2

    So in general it is 1 / the timer time.

    How less time you give it, how faster it runs. This is already FPS in-depended. NO dt needed.

    You see ?

    Another thing. This 'set position' in event 20 is very very important. Else (because positions are like 3.333333) the little math errors will stack up, and you will run in the walls. That is also why it is difficult to make a bullet work. A bullet depends on sin and cos, hence numbers like 1.4584984949494949, and the grid is an exact multiply of 32.

  • I see no issue ? As long as you dont set the 'repeat to' property.

    https://www.dropbox.com/s/cdooe1b0h4zy4 ... .capx?dl=0

    If you need the animation to end on the last frame, set that frame under the 'on animation end' ?

  • Turrets use bullets. So, its not in the bullet that it happens.

    Easy way is to spawn a turret, and let the turret fire a bullet. Unless you want some kind of heat-seeker.

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

    Accuracy, or rather dis-accuracy, depends on bullet speed and the pixels/tick you rotate towards.

  • Moving on a (your) grid + move restrictions.

    https://www.dropbox.com/s/g581enxh3nklb ... .capx?dl=0

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99Instances2Go

Member since 12 Feb, 2016

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