boolean's Recent Forum Activity

  • What part exactly are you having trouble with? The zooming? The bullet physics? Wind? Enemy AI? You might need to narrow down the scope (HA!) of your question.

  • Hi all

    I have a problem in my game trying to do a foreach loop on some created objects. I'm not 100% sure it's the same problem, but I'm wondering if it's related too this breaking change.

    Screenshot from R104. Also tested in R105.

    <img src="http://i.imgur.com/CsREd.png" border="0">

    Weirdly I had some similar code in my game that worked, but broke in R105. From the test above it should never have worked in the first place! Was there any changes related to the R100 breaking change that was made more strict in R105? Is it just luck that I had code similar to above that worked in R104 and broke in R105?

    Cheers.

  • Awesome, thanks Ashley!

  • I tried a few more times and it seems after 'undo' is disabled (per your post), delete "globalVariableA" from the condition you just pasted it into and then try pasting both in again. That seems to enable the undo button and starts duplicating actions rather than rolling back.

    Hope that makes sense.

  • Looks like the URL changed to:

    http://www.offensiveflames.com/effects.htm

    And damn these are some nice effects!

  • Thanks R0J0hound, that does work. Good old lerp :)

    I'm not sure how I would go about applying this to everything on screen. It works well when you just have one or two items, but gets complex fast when you try to speed everything up. Unless there is a scalable way of doing this I might just have to put this feature on hold.

    It appears that some libraries like Box2D already take continuous collision into account (I assumed this was why the bullet behaviour was working because it implemented this), so it would be nice if this could be added to C2 Ashley if you are listening *bats eyelids*

  • The time scale of 100 in the capx above was just for demonstration, to show that the bullet behaviour can collide correctly regardless of the time scale, but the platformer behaviour does not. In my actual game I'm trying get a 'fast forward' effect by setting the timescale to 5 or 6, but this has the same problem just on a smaller scale. Sometimes objects miss by a few pixels and go flying past :)

  • I can't seem to open your capx. Anyone else getting a grey screen?

    I'm sure others here will have better solutions, but you could do something like add an instance variable called "Order" to your number sprites, then give your first box "1", your second "2" and your last "3". You can then have a condition that says "Sprite instance variable is = to 1" or 2 or 3, giving you the box you are looking for (so it's like manually setting and picking an ID).

    The actual number could be a global variable, so you can say "start global variable at 1", then do the the "where sprite instance variable is = 1", do your animation and then increment the global variable by 1 to 2, then the last number sprite after he has done his animation can set it back to 1.

    <img src="http://i.imgur.com/FM9TE.png" border="0" />

    In the screenshot above I'm setting the next number box ("CurrentNumberBox") in the same area you would have the animation run, but you could easily move the part where the block collides with the player.

    I'm not sure if I'm making myself clear, but it might be enough to get you started :)

  • No physics in there now, but I'll add it and the bullet behaviour and see if it helps.

    Update: So I gave it a test and you are correct. The physics behaviour is not needed, but changing to the bullet behaviour does indeed collide with the object, regardless of the time scale.

    Sample demo:

    dl.dropbox.com/u/20830426/TimeScaleTest.capx

    The unfortunate part is I'm trying to apply this to an object that also has the "Platformer" behaviour, and adding both the bullet and the platformer behaviour causes it to no longer collide. Anyone have any idea why bullet would work but platformer would not? Is this by design?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • dafoundah: That's really smart!

  • Hi all

    In my game I attempted to set the time scale to higher than 1. For example purposes, say I set it to 15 and have a 10x10 box moving from the left side of the screen to the right hand side, with a 5x5 box in the middle. It would appear that every tick the game would move the box 15 pixels to the right, teleporting it past any objects it might normally collide with at a time span of 1. In this example it causes the boxes to incorrectly not collide.

    Is there a way to increase the time span and not break the collisions? If this simply isn't possible by increasing the time span, does anyone know of another technique to speed the game up? Or am I on the completely wrong path and this should be working?

    Cheers

  • foolberry, are you sure the preview mode is actually running? Check that the 'Run Layout' button is not greyed out. I had a similar problem last week and it was because I did not have at least one layout open.

boolean's avatar

boolean

Member since 22 Aug, 2012

None one is following boolean yet!

Trophy Case

  • 12-Year Club
  • Email Verified

Progress

13/44
How to earn trophies