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  • according to this, every instance should spawn at scale 0.9

    you want every instance to be 0.1 smaller than the previous one?

  • can you share your capx?, i might be able to find the problem if i take a look. i'll add comments on what i change.

  • no problem, i'm glad to help =)

  • [quote:2y36gdfc]Compare orientation (manual: Touch)

    Compare the device's current orientation, if the device has a supported inclinometer. Alpha is the compass direction in degrees. Beta is the device front-to-back tilt in degrees (i.e. tilting forwards away from you if holding in front of you). A positive value indicates front tilt and a negative value indicates back tilt. Gamma is the device left-to-right tilt in degrees (i.e. twisting if holding in front of you). A positive value indicates right tilt and a negative value indicates left tilt.

    meaning you need Beta for moving in Y axis and Gamma for moving in the X axis.

  • considering that the shape of the objects is not always square, i would just set a bunch of triggers to change the direction of the object that's is moving.

    of course, you can set the triggers invisible so they don't show up in game.

  • i don't get it, what is it you want to do? my example did what you said you wanted, didn't it? did you run it?

    your line 16 might be preventing the value to be set, i'm not sure if whether if 16 or 13 is going to happen first. Use ELSE like in the example, so a command takes priority.

  • I made you an example. I think this should solve the problem.

    I used distance that check the "size" of the movement, and created a variable you can use to filter out events that need to.

  • LaroTaio you're welcome

    did you read the begginers tutorials?

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  • nimos100 just tell the game to wait 1*dt seconds or 0.016 seconds, both are just 1 (ONE) tick worth of waiting. Don't know any human on this planet that can be bothered of having to wait 1/60 of a second for something. do you? xD

  • well, it's working as intended actually.

    every tick all values are stored for use.

    and on tick 1, green coordinates are "A". and you're telling purple to go to place A, that is green location for tick 1. Green's stored location is not going to be B until after it has been moved, which won't happen until tick 2.

    what you're asking for is that somehow the games stores all the values in a non-existent tick 0 that happens before the command is even issued.

    what you're doing with the "wait x seconds" actions, is effectively tell the game to wait for tick 1 to finish, at which point green's locations is stored at the destination.

  • are you saying that a 1 tick delay is messing up your game??

  • uok, my bad that's actually pretty good though =P

    But not every effect can be managed in the project properties. others, like "exposure" that would effectively render your objects white, can be set to 0 on project properties and then manually to a big number on a trigger in the events.

    Keep in mind, however, some older mobile devices can't run webGL, which every effect needs to run.

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Sargas

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