ramones's Recent Forum Activity

  • Have a look for the nickname plugin.

  • 1. You could use 'pick top instance' in the first event

    +Touch: On touched Prey
    +Prey: Speed = 0
    +Prey: Pick top instance
    

    2. You need to loop through the prey as well:

    +System: For each Prey
    +System: For each HealthBar
    +System: Compare two values [HealthBar.Pin.PinnedUID = Prey.UID]
    
  • You can't pick dest peg because it's just been created. When you create an object then it is picked and stays picked in sub-events. But if you unpick then you can't pick it again. And if you use pick all, that will pick all the pegs except for dest peg because it's not yet pickable. I know - it's confusing. <img src="smileys/smiley36.gif" border="0" align="middle">

    physicsBridge2.capx

  • "line 1" & newline & "line 2"

  • Yeah exactly, at the start of each top-level event all objects are picked/selected and any actions apply to all of them. Then each condition you have filters the list of selected objects. 'System: Pick all' resets the filter.

  • Two sprites touching count as overlapping so the blocks are overlapping the ones beside them. When you check the bottom row at offset 45+ you've cleared the blocks on either side - that's why that works.

  • You can still post a link as plain text.

    I'd say to make sure that the object is on the correct layer and that it's within the dotted lines in the top-left corner of the layout.

  • You need a 'System: Pick all Peg' in event 4 before you can pick the source Peg because the Peg created in event 3 will be the only one picked at that point.

    You're still going to have a problem creating Ropes in a loop. Picking 'Ropes instance Ropes.Count - 1' isn't going to pick the last Rope created inside the loop. You should probably store the x,y values in global variables instead.

  • Functions have their own picking though. Picked objects don't stay picked when you call a function. But they don't count as top level events for object creation either.

    So the peg you create in event 3 can't be picked in the "CreateBridge" function in event 8. And the ropes spawned in the "AddRope" function can't be picked in event 8. Any object you create in event 2 or in the two functions called can't be repicked until event 2 finishes.

  • You'd put the objects in a family and pass the object's UID to the function. Then in the function have:

    Family: Pick by UID Function.Param(0)
       -> Family: Set X to -100
       -> Family: Set Y to -100
    
  • Use Mouse.X(0), Mouse.Y(0)

    or Mouse.X("layername"), Mouse.Y("layername")

    to get the mouse coordinates on the scaled layer.

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  • Yeah the value will never be exactly equal to 2 because of rounding. You should use the value dt instead of 1/60 so it will work the same at any framerate. And use 'System: Trigger Once' in events 2 and 3 so it only creates an object the first time the timer is >= 2.

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ramones

Member since 17 Apr, 2012

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