Sargas's Recent Forum Activity

  • Wertle actually you sorta can.

    A

    or

    B

    else

    A

    B

    else

    C.

    The first block must be an or block. "else" is a system condition.

    also, 2 conditions in the same block work as an "and".

    my example says, when A or B, or when A and B, or when C.

  • 7Soul 79% en the 4th year probably...

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  • It's really simple. Just type "knock back" on the forum's search tool and replicate one of the many examples already provided by the community.

  • This is a very important question!

    I'd like to know too :3

  • ok, I figured it out... i just had to add a +180 on the calculation....

    -180+180 = 0

    180 + 180 = 360

    and there i go.

    stupid angle expression.

    "round((angle(unit.X,unit.Y,Enemy.X,Enemy.Y))/45)"

    I also had something else wrong.

    This is the correct form:

    "round(angle(Enemy.X,Enemy.Y,unit.X,unit.Y)+180)/45"

    or the result is inverted =(

  • hi there :D!

    I'm having trouble figuring this out.

    I'm making a RTS type game. And my sprites have several frames to show which angle they're looking at using the "MovingAngle" expression of the pathfinding behavior.

    For example this: "round((unit.Pathfinding.MovingAngle+45)/45)"

    That particular unit has 9 frames (frame 0 is empty). And it works fine :D

    However, they also have the turret behavior, so they use their pathfinding.MovingAngle when they don't have targets, but for when they do have targets, I don't know what to do. The "angle(x1,y1,x2,y2) expresion only give me negative numbers from 0 to -180, unlike MovingAngle that returns 0 to 360. So I can only use half the angles when in range.

    The idea is that when they have targets they look at them when they move.

    I hoped something like this: "round((angle(unit_Builder.X,unit_Builder.Y,F_Enemy.X,F_Enemy.Y))/45)" might have worked. but it doesn't =(

    Any suggestions? Am I missing something? D:

    (just in case, i AM using the pick target by UID)

  • It's constantly shifting between 2 and 3 gold badges... did I earned them or not? xD how can one lose a gold badge? D:

  • It's exactly as LittleStain said, if you want a layer to move with the screen, you need to set it to paralax 0.0 and place all interface objects in that layer inside the screen.

  • the best way to place the walls is just to put them on a parallax 0 layer =)

  • also, when copying the events for one player to the next, the "replace object" options really comes in handy!

  • statelessrich thats because it's not "set value", but "set boolean", it's right by it's side :D

  • The cat with the lemon helmet is quite the little brat.

    Anyone with at least basic construct2 understanding would figure it out.

    Debugging is quite an art.

    Before debug mode came out, we ignorant savages would just set Text objects to check for stuff...

    fassFlash welcome to the internet.

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Sargas

Member since 13 Jun, 2012

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