Avenged90x's Recent Forum Activity

  • Yes R0J0hound! That's exactly what i want. Ok, you're right guys "overlapping" is the same when object is on top or bottom.. so i want to check when it is on the top and cover another object and check when it is on the bottom, and its "behind" another object in zorder. Is any way to make a condition that will check it?

  • imhotep22.. hm i know very well about that function/condition "is overlapping another object" But it's now exactly what i want.. I want to make action "Object A is OVERLAPPED" by another/Object B - it make little difference.

  • Hi guys!

    I'm making a game, where's mechanics/feature based on covering/overcasting objects by other objects. Just like in "solitaire". So I want to find a way, how to check if Object A is "overlapped" by another object? Because for now, it'll be the only way to verify correct sequence and complete the level..

    Help

  • Ok.. i think i solved my problem with that <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /> But there is anther problem/issue that i don't know how to solve it..

    drive.google.com/file/d/0B7A6F5 ... sp=sharing

    Here is my example. So if you can see, this is limited drag'n'drop system on axis. But this axis is already fake.. and it does'nt work correctly.. So i want to make more limitation because now you can drag "block" and drop on 'target' from another axis.. How to make that drag'n'drop will work only on the axis, which is overlapped by the block, not the other one axis.. ?

  • Hi there,

    I stucked with my game prototype...

    I have a few the same objects (just cloned byt pressing "ctrl" + drag 'n' drop). I want to make something like "drag and drop' with these object but to the specific place/target object. For example - I drag one of these objects and move (while left button of mouse is down) to the target object/area and it should automatically match up to target (by X.Y of target). So i have condition if 'mouse left button is down, and its overlapping target place > set object position to target position. But if i make that, every objects of the layout will came to the target . So i want to make, that only this object, which is already dragged under the mouse/touch will stick/match up to the target place..

    How to make that? How to use uid for it - check uid of object when its choosen and dragged, and verfiy while the mouse button is released?

  • Hi guys.

    I wonder how to make something like in this gif:

    just simple line, which is making, by touching a screen anyway - while the finger is on the screen, the line is creating toward specified direction, and streching without end (out of the screen for example). And when I pull of my finger from the screen - the line comes back to the begining. And I want to make object, which can change the directions of the "line". How to make that? I think it will be something like little dot which has movement, and which makes trail after itself.. But how to make that? It should be maked with a lerp function?

  • Thank you very much

    I think thats it! It works pretty nice and there is no problems (at this moment) with physics.

    Thanks again

  • Hey makotto.

    I tried that, and it doesn't work.. probably i made something wrong. Thats how i made that:

    Global number ClockQuarter = 1

    1.On left button Clicked -> Sprite1: Apply Physics torque 1000000*dt

    2.Sprite1: Within 0 degrees of Sprite1.Angle > (90 * Clockquarter) -> Sprite1: Apply Physics torque 0 / add 1 to ClockQuarter value

    3.ClockQuarter < 5 -> Set ClockQuarter to 1

    Can you send me example, or explain what i've done wrong?

  • Hey guys.

    I have problem how to make controlled, rotating object by using physics (and apply torque for exampe) ?

    I want to make behavior like: When i click the object > this object should rotate toward 90 degrees from his previous angle and than stop rotating (stops everytime when reached next 90 degrees for example) until next "click/touch" on this object will happend. And but i want to make that on physics because I have idea on logic game with physics elements with gravity etc..

    I tried something like that:

    1. On left mouse click > apply torque 10000*dt

    2. When the object angle = 90/0/180/270 --> set torque to 0

    I know, that maybe its not perfect idea so the 'behavior' wasn't perfect - the object sometimes stopped when is reached these angles, but usually it missed them..

    I tried that with behavior "rotate" but its isnt precise too...

    I tried another way - with anglelerp and another object, which was just a determinant of angles for the right object.

    So the objectX (the invisible determinant) had action like: when click left mouse on object > set angle: objectX.Angle + 90 degrees . And the second object with physics smoothly followed by the objectX by anglelerp. So it worked perfect - everytime it stopped when reaches 0,90,180 or 270 angle of direction - but than there was many problems with physics behavior.. and collisions on other objects. For example - my rotating object is a square and it has a hole (shape of the hole is square too for example) (without polygon collision zone in the hole place) inside, near one of corner. And in that hole there is another object - round ball for exmpl. with physics , gravity etc.

    And when i was turining the Square object by using the objectX target - many times the ball sprang out of the square..

    I don't know if this is understanding what i wrote but i tried. I can't show my example because of low amount of reputation points.

    So anyone have solutions for that ?

  • jasmattkrz yes.. unfortunately i can't paste links because of my low number of reputation points..

    Maybe on this way : dl dropboxusercontent com/u/8305038/Jerky%20Movement/JerkyMovementNotPrecise capx (put dots instead of spaces)

    I think that i tried with that trigger "once" but I'm not sure, i must check it.

    99instancesToGo i cant open your capx, because you're using newer version of C2.. unfortunately newer version doesn't work in my computer.. so i must to use r209 version..

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  • Hi.

    I'm making logic-platform game and i want to make smooth, jerky movement - like jumping frog in my game, but i have problem with precision to keep 'PlayerObject' jumping in specified distances - like at 100 pixels for example.

    I used "lerp" to make it smooth, but I'm not sure if it is good idea.. maybe i should make it in other way?

    My goal is to make simply movement like: smooth move about 100 pixels on the right (or left) with little jump.

    Problem is, that the lerp has digits after the decimal point - so when I'm hitting the "right arrow" key to make this movement - the player has jumping fast, but not precise and it lands (stop lerp animation) farther than it should (or closer). You can see that by tiled floor (builded on the grid)..

    I made instance variable to my Player object with name: canMove to control jumps and precision. So from default "canMove" is on true, but when the lerp animation is "playing" it should be on "false" (i set this by making action after pushing "Right arrow" to make move).

    So i tried to find the end point of lerp animation - i thought it is Player.X >= Player.TargetX and than set the "canMove" to "true". But i don't know what i'm doing wrong..

    Im attaching my capx of this movement. So i hope someone can help me.

    dl.dropboxusercontent.com/u/830 ... ecise.capx

    And I hope that I've written quite understandable <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />

  • 99instances2Go - unfortunely I cant open your file, because I'm using old version r209 (neweer versions doesn't work on my laptop.. i don't know why, there is error..) So i cant see what you've done

    alextro, its perfect what you did I tested "toggle disable" to the action - 'peg destroy' to better understand how it works , and for "Repeat 10 times" condition - so its just a difference between gradually filling, and immediate filling, right?

    And i dont know how work condition: 'For "" from 0 to 3' , can you explain me that in easy way xD ?

    I will be grateful, because if I want to use that mechanic, I think, i should understand all of the conditions and actions.

    I will test that in my game

    Thank you very much

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Avenged90x

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