ramones's Recent Forum Activity

  • XManBG It does run exactly 11 times... every time you run that event. If you have it run on key press then it will loop 11 times when you press the key. If you have it running every tick then it will loop 11 times every tick.

  • All you need is to give the laserbeams and switches matching id variables and then have 'for each laserbeam', pick matching laserswitch, do your thing. I ended up making a few other changes though.

    lasers.capx (r122)

  • It used to be the case that if the player wasn't moving when 'on jump' triggered then 'is moving' would be false. That was true when that tutorial was written but not anymore. Now 'is moving' is always true when 'on jump' triggers so you should ignore the moving/not moving part and just put

    on jump -> set animation to ...

  • Jaycephus 'IceBlock.Pin.PinnedUID = Enemies.UID' is a 'System: Compare two values' event. It doesn't do any picking so you need the 'For each IceBlock' before it.

  • Your last event needs a 'For each enemies' before 'For each IceBlock' otherwise you're only picking the IceBlock that's pinned to the first enemy with Freeze = 0.

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  • You should move physics objects with the the physics actions (apply force/impulse/torque). It's generally a bad idea to mix physics with the other movement behaviors. It can mess up the physics simulation.

    construct.net/en Physics behavior simulates physics separately to the Construct 2 layout. Construct 2 will try to keep the Physics and Construct 2 "worlds" synchronised if one changes but not the other, but this can be unpredictable. For example, setting an object's position or angle will cause Construct 2 to teleport the corresponding object in the physics simulation to the object's new position, which does not always properly take in to account collisions. The same is true of using other Construct 2 behaviors at the same time as Physics.

  • If you're using 'system: set scroll' then you don't want the scrollto behavior on anything.

  • The array doesn't reset but in event 3 you're setting every value in the array to the gridNumber of the first text box. When you reload the layout the gridNumber is reset to 1 so every value in the array is set to 1.

  • Yep you can store it in session storage.

    WebStorage: Set session key...

  • Store the last value of aaa in another variable then you can check if aaa = 0 and last_aaa not = aaa, add 1 to zzz. At the end of the event sheet, set last_aaa to aaa.

  • You have rounding problems - cos(dir*90) or sin(dir*90) won't equal 0/1/-1 exactly but a number very close.

    You should set dx to round(cos(dir*90)) and dy to round(sin(dir*90)).

  • Sprite.8Direction.MovingAngle is a value between -180 and 180.

    (Sprite.8Direction.MovingAngle + 360) % 360 converts it to a value between 0 and 360

    360 / 45 = 8

    int(angle / 45) converts an angle between 0 and 360 to a number between 0 and 8

    int((Sprite.8Direction.MovingAngle + 360) % 360) / 45

    gives you this:

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/8dir1.png" border="0" />

    Frame 0 would be between 0 and 45 degrees, really you want frame 0 to be between -22.5 and 22.5 so you want to rotate the entire thing 22.5 degrees. That's where the 22.5 comes from:

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/8dir2.png" border="0" />

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ramones

Member since 17 Apr, 2012

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