Sargas's Recent Forum Activity

  • I can't make this work! D:

    How can I input this into construct2??

    I want to measure the distance between all the nods on a path plus the distance between the player and node 0.

    I just wanna know how long is the path =(

    CAPX

    distance(object,node0)+distance(node0,node1)+distance(node1,node2)... and so on.

  • i feel this post is gonna disappear in the void =(

  • Example

    I'm making a RTS type of game, and when units move around with path finding, they overlapped on each other.

    So I gave them a physics behavior, which made them separate once they had arrived. Which was good, and even looks nice.

    However, when they're moving to their destination, they still overlapped on the way.

    So I made them Solid while moving and gave them the 8-move behavior so they knew it. Which actually works...

    Now they don't overlap, and they behave neatly.

    But it looks awful...

    When two solid objects are colliding, they push each other away. So my objects are twitching all the way to their destination (and then solid is turned off, or they twitch there too)

    Is there a way to achieve the same results but without all the twitching?

  • It's always a risk to post anything of your own creative work on the internet, there will always be parasitic assholes lurking around to make a good find.

  • wow, i feel so stupid now =P

    thanks!!!!

  • this is driving me crazy, how the hell do i use this expression?????

  • it says: Parameter 1 of "current time" requieres a string not an integer...

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  • structure.Timer.CurrentTime(03)

    I know this is the line i'm suppose to use, but besides the "tag", what else i'm suppose the modify there? D:

    (structure is a family object and 03 is the tag i chose.)

    I want to retrieve the current time on the time behavior on an instance.

  • Have anyone ever been able to produce a working set of simple stairs?

    I guess they would have the jump through behavior. They would be a sprite set to an angle. And the player would be a plataformer.

    However, if you simple do that you'll find that the stairs work horribly. You go right though them if you're falling at the wrong angle and sometimes the player would just stop going up and go sideways mid-stair.

    What I mean.

    How could a proper set of stairs be made?

  • Hab�a un grupo que se llama Consctruct2 chile xD

    gr�cias por la info :D

  • I don't have any problem with the check lines, I've been using them so far.

    The virtual line is pretty much the same, but with less objects on the layout and with several less event-lines. My project is quite large (+800 lines) and i'm looking for ways to improve wherever i can.

    I manage to make the virtual line, and it works with as many instances as you want too. The only problem i have left is that i can only check for the x&y coordinate, and not for the sprite's shape. But i'm guessing that i can work around that using a custom "coordinate is greater than angle1-5 and less than angle2+5" where 5+5 is the approximate size of the object i'm checking for.

  • so far i've managed to check with a virtual line, but it's not quite there yet since it only checks for the center point of the object between.

    i'd love to use the "is between angle of" but it doesn't seem to work that way since i want to check if angle1 is between X of angle2.

    I want to be able to check for the whole object, not just the center of it, and i don't want to use an extra object to check for collision (which is what i had been doing)

    capx

    any ideas?

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Sargas

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