dop2000's Recent Forum Activity

  • You need to post a screenshot, otherwise how can I know what are you doing wrong?

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  • As I understand, the problem is that at x50 speed pathfinding objects are moving too fast and sometimes may run into obstacles, get stuck, miss target position etc. I believe there is a simple solution to this:

    There may still be other issues - NPCs may trigger collision events when moving at high speed, may become destroyed if they have Destroy Outside Layout behavior etc.. You can temporary disable some events/behaviors when the time scale is set to 50.

  • Considering your array has size (width=3, height=5):

    For "w"=0 to 2
    	local variable sum=0
    
    	For "h"=0 to 4
    		Add (array.at(loopindex("w"), loopindex("h"))) to sum
    	
    	System pick Nth instance, object:TextBox, instance: loopindex("w")
    		TextBox set text to str(sum)
    
    
    
  • See also this example of dual-thumbstick I made for another post:

    dropbox.com/s/rrpxnmer3gwhl88/DoubleVirtualGamepad_v3.c3p

  • Bullet set angle of motion to angle(self.x, self.y, player.x, player.y)

    Or, if you have "Set angle=yes" in Bullet properties, then you can use action "Bullet set angle towards position (Player.x, Player.y)", the bullet will fly in the direction it's facing.

  • Put all values into a dictionary and save this dictionary in local storage. Demo:

    dropbox.com/s/1cz1k5x3teikbv5/DictionaryLocalStorage.capx

  • What, why do you add up an angle with x/y coordinates? It probably works, because the circle.angle is zero, but it doesn't make any sense.

    You need this:

    Circle on collision with Enemy
    	Target set position to Player
    	Target move at angle
    		Angle: angle(Player.x, Player.y, Enemy.x, Enemy.y)
    		Distance: (Сircle.width/2)
    

    If multiple enemies can be in range, you might want to modify it to something like this:

    Circle is overlapping Enemy
    Enemy pick nearest to Player.x, Player.y
    
    	Target set position to Player
    	Target move at angle
    		Angle: angle(Player.x, Player.y, Enemy.x, Enemy.y)
    		Distance: (Сircle.width/2)
    

    Also, you can do the same without the circle sprite, using Line of Sight behavior.

  • This is a very vague question. Try browsing/searching the Tutorials:

    construct.net/en/tutorials

  • There are a couple of C2 addons for seeded random, I like this one:

    construct.net/en/forum/extending-construct-2/addons-29/plugin-seedrandom-53718

  • You should be able to open the project in unpacked format, just open the caproj file with Construct 2. Or create a zip archive and rename it to .capx

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dop2000

Member since 26 May, 2016

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