oosyrag's Recent Forum Activity

  • You can tween (value) anything that is a number. The tween behavior needs to be on an object though, you can use an invisible helper object if there are no other suitable ones.

    Here's an example.

    dropbox.com/scl/fi/h4vqbsbxrd30xgj6uoncx/tweenandsineexample.c3p

    I also added a second layout using sine - another way to do it in case you want a cyclical change. Of course you can also just add an event to play the tween again when the first one completes. Up to you!

  • If you used the mouse object's on object clicked condition, it should only affect the object you clicked.

    If your blocks are overlapping and you are clicking multiple at a time, you can add an additional condition. Add the sprite object - pick highest/lowest condition.

  • Mouse/On clicked object - destroy object.

    You should try following and completing the beginners tutorials before trying to make your own game.

    construct.net/en/tutorials/beginners-guide-construct-1

    construct.net/en/tutorials/platformer-game-2329

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  • I don't think 3d means what you think it means... But anyways see if this thread has what you are looking for. construct.net/en/forum/construct-2/beginners-questions-19/endless-loop-scrolling-wrap-107617

  • On event -> System - create sprite at mouse.x, mouse.y.

  • You probably want to use tween instead of lerp.

    The final value in lerp is a percentage point between a and b. If a and b don't change and you use a fixed number for the lerp value, it's going to give you a fixed value in return.

    Example: set position lerp(currentposition,targetposition,0.5) means halfway to the target position. The next tick it is run, go halfway again. Note the second time it is smaller, since you're closer. The amount will get less and less, and you never actually get to the target, only halfway closer each tick.

    In your case, lerp(80, 98, 0.1) means 10% of the way from 80 to 98, which is 81.8. If nothing in the inputs change, it will always be 81.8.

  • Use a global variable. They persist across layouts.

  • I'm afraid I won't be much help here, I use Construct for fun. Here's a resource I found that might be of use. It addresses a few of your questions.

    google.com/amp/s/assets.codementor.io/ultimate-guide-for-hiring-freelance-developers-1o92072302.html

  • Appreciate the advice!

    The concept is a mix between the old arcade game Rampart by Atari and 2d artillery type games, except slinging varying types of missiles through space, also with a variety of obstacles that affect the projectiles on the field.

    Although mostly I just like fooling around making different types of game mechanics. I've been loitering around here for years and have yet to actually finish any projects haha. Do not expect this to be different.

  • Well originally I had thought that the built in speed limit was causing issues resulting in unnatural paths if either the x or y vectors were already near or at the speed limit when attempting a turn, and prevent acceleration on the other axis when setting the vectors manually.

    Eventually I was aiming for variable speed limits to allow for slingshotting and more responsive obstacle avoidance. But then when I tried to add a simple clamp for the max speed I already ran into more issues.

    Seems like (I think?) clamping the vector with the sin and cos functions were not symmetrical, causing irregularities. Guess that's why all the articles I read normalize the vector first.

    Regarding gravity and decay of orbit, that could be done with adding either an overall deceleration force, or a local one when near the target.

    Thanks for the help!

  • That is a boolean variable.

    You can find it as a condition under system - is boolean set

  • I began an attempt at implementing steering vectors with the 8direction behavior, but seem to have run into a wall early on. I would expect that the sprite orbits around the target when approaching at an angle, but it intermittently cuts most (but not all) of its horizontal or vertical velocity upon passing the target, but only sometimes... Am I approaching this wrong in the following?

    + System: Every tick

    -> Sprite: Set 8Direction vector X to clamp(-1×abs(Self.8Direction.Maxspeed×cos(angle(Self.X,Self.Y,Target.X,Target.Y))),Self.8Direction.VectorX+Self.8Direction.Acceleration×dt×cos(angle(Self.X,Self.Y,Target.X,Target.Y)),abs(Self.8Direction.Maxspeed×cos(angle(Self.X,Self.Y,Target.X,Target.Y))))

    -> Sprite: Set 8Direction vector Y to clamp(-1×abs(Self.8Direction.Maxspeed×sin(angle(Self.X,Self.Y,Target.X,Target.Y))),Self.8Direction.VectorY+Self.8Direction.Acceleration×dt×sin(angle(Self.X,Self.Y,Target.X,Target.Y)),abs(Self.8Direction.Maxspeed×sin(angle(Self.X,Self.Y,Target.X,Target.Y))))

    dropbox.com/scl/fi/v03ytu1mtz4wf0zfdz5ce/steering.c3p

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oosyrag

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