kinnon's Recent Forum Activity

  • Apologies for the late response, I've been a bit preoccupied over the last few months.

    Thanks for the reply Dop2000. Good ideas here. I'll have a go and see what works for me.

  • Hello,

    I the attached example, I have a slider bar with a range of 0 to 3000.

    I have an object called spawner. If spawner is not overlapping an object called wall, it spawns one. Each wall is a bullet travelling on the screen at the speed set by my slider, so when I move the slider, all wall speeds are changed to match it. The wall object is set as semi-transparant so the overlaps can be seen more clearly.

    I want the walls to spawn so there are no gaps, no matter what I set the speed to. small overlaps are not an issue.

    The problem is, as I increase the speed, the spawner seems to not be able to keep up, and I have increasing gaps between walls.

    I have seen similar questions asked, however I've not seen a solution that works with this yet. Any help would be appreciated.

    The event sheet is as follows:

    Example project: https://1drv.ms/u/s!Avy7YzN_HRXtgwY0jAiJKS_XOBbB?e=QhVz4D

    Regards,

    Al

  • Hi, That work well. Very elegent logic.

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  • WOW Tomycase, excellent solution.

    I'll have a go tonight. Spawning on the plats themselves.. wish I'd thought of that!

    Thank you!

  • Can you share a capx file, possibly via dropbox or similar?

  • Hello,

    This is driving me bonkers so hopefully a kind soul will be interested in a small puzzle to solve or explain. I have a little capx project. The idea is to draw platforms on the screen using a gray box sprite called plat. its on a 32x32 grid.

    when run, the game will spawn better looking sprites called plat_skin on top of the plat sprites, and pick different frames based on their positions (left end, center or right end. this way I could quickly map out platforms by just stretching the play sprite about the layout, and the logic will build the rest.

    The left end sprite works, but not the right.

    So... if a plat_skin is spawned and has no platform under it, its deleted, making a gap. It should then pick the previous plat_skin, and change the animation frame to 2 (which is the far right image for my platforms).

    I've tried picking by instance, iid and uid, and it seems to just not do it. I cant see a problem with the logic.

    Heres the capx: https://www.dropbox.com/s/4auc19xpddvq40y/PlatformLevelEngine.capx?dl=0

    The issue is with event 6 in my event sheet, there should be an screenshot below. I just cant see the problem.

    Anyone help?

  • In reply to myself, I've come up with a less elegent but working solution.

    I'm writing the required release version number into the CVersionChange.exe file name.

    For those interested in quickly changing capx versions:

    https://www.dropbox.com/s/5dhf7ksrum3zbw5/CVersionChange_20190918.zip?dl=0

  • in a command prompt:

    wmic datafile where name='C:\\Users\\path\\to\\Construct 2\\Construct2.exe' get version

    ...returns the major version, but not the release version.

    Is there a file or some way to programmatically detect the construct 2 version installed?

    I use Construct 2 to teach. The release version we have in our classrooms is always older than the version students use, so we do the version number rollback ... a lot

    (this thing - https://www.construct.net/en/tutorials/revert-project-earlier-270).

    I've written a program to rollback capx files automatically, however I would like to be able to detect the version of Construct installed on the local machine and use that number as the new project version number.

    I'll share my work once this is working.

  • Hi, got it working with some minor tweaks based on your initial suggestion and built a small example as proof of concept.

    The event sheet is as follows:

    drive.google.com/file/d/1PS6GZi07iyWO7RqTBLKLnpWftGQijTO7/view

    Demo capx file can be downloaded from the link below:

    drive.google.com/file/d/1TrOkX3kgPKI0EQn1QqDGzsjh9FmpuYzt/view

    Thanks for the help,

    Kinnon

  • Ah, cool, why'd I not think of that? Will post my progress.

    Kinnon

  • Hello,

    I'm working on a top down game with bullet behavior enemies. They act like aircraft, in that they turn towards the a targetX and targetY position recorded as enemy sprite instance variables. This is all working nicely, however my issue is I need to detect if the enemy is turning, or travelling in a relatively straight line.

    I want to know if the enemies are turning so I can change the animation to bank left or right, or move back to being level.

    Any help?

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kinnon

Member since 15 Nov, 2012

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