dop2000's Recent Forum Activity

  • https://editor.construct.net/#open=taking-screenshots

  • I had the same problem when I disabled a group with a function.

    Check if you have any calls to new Functions, which are either deleted, disabled, or are in disabled event groups.

    This will probably be fixed in the next stable release:

    github.com/Scirra/Construct-3-bugs/issues/3127

  • I'm not sure I fully understand your post, especially the edits. But here is how you can set sprite position between two points based on time passed and total time it takes to travel:

    progress = clamp(elapsedTime/totalTime, 0, 1)
    Sprite set position to 
     x: lerp(PointA.x, PointB.x, progress)
     y: lerp(PointA.y, PointB.y, progress)
    
  • cmd /K "command1 && command2 && command3" allows to execute multiple commands in one cmd window.

    /K parameter keeps the window open, /C will close the window. See cmd /? for more options.

    You can't run cmd directly from nmjs, use "start" command. This worked for me:

  • You don't need the second parameter if your array has only one dimension (height=1).

    arrayNames.at(random(arrayNames.width)) will work just as well.

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  • What's with all the shouting? :)

    Did you try looking at expression as I recommended in my first comment? To get the size of the array, you can use "width" expression.

    Array.At(random(Array.width))

  • It says in the description "Completes next tick". So "Wait 0" should be enough. Are you sure it takes more than one tick sometimes? In my tests it's always 1 tick.

  • I may have misunderstood your question, but assuming that "0", "1" and "2" are key names in the dictionary, the correct syntax will be:

    MessageObject Set Text --> DictionaryName.Get("2")

    Similar to get text from index 2 of the array:

    MessageObject Set Text --> ArrayName.At(2)

    .

    You can find these and lot of other very useful expressions if you press Ctrl-F4 while editing any event/action:

  • In that game you can't move back further than screen width.

    So you can keep zoom at 1 and restrict player movement instead. For example for player #2 if "Right" key is pressed and the distance between players is less than some number, simulate moving to the right. If the distance is greater than that number, the player will not move.

    Formula for distance: abs(Player1.x-Player2.x)

  • With Physics the chances of the sprite getting stuck somewhere are like 99%

    EDIT: Oh, I see you are using Car behavior now. It's not much better than Physics in this case, because car has inertia, it can't make sharp turns and takes time to stop. So it will also get stuck often.

    The easiest and most obvious solution is to use pathfindind. If you have a predefined path, you can move sprite from one point to another using behaviors like MoveTo, Bullet, Tween. Also, see this post for some other examples.

  • Object that is in the center will always remain in the center, you don't need Anchor for it. Just make sure to set "Unbounded scrolling" in layout properties.

  • I haven't tested it, but you can try something like this:

    Monkey on landed
    System for each Monkey
     // find next branch to jump
     Branch Y<Monkey.Y
     Branch pick nearest to Monkey.X, Monkey.Y
    

    Save this branch in an instance variable (say, Monkey.TargetBranchUID). Then on every tick for each monkey than has target branch simulate jump and either left or right key (depending on whether its target branch is to the right or left from the monkey).

    If you want them to jump randomly and not always up, you can change the way next branch is picked - pick a random branch within some distance.

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dop2000

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