oosyrag's Recent Forum Activity

  • You need to work backwards. Modulo gives you the remainder after dividing. So imagine 132 total seconds. First you need to divide by 60 and round down to get the number of minutes, which is 2. The remainder after that is 12, which would be your seconds.

    floor(132/60)=2

    132%60=12

    dropbox.com/s/9reee8ph9n72qsu/unixtime.c3p

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  • The angle of the surface you are jumping from would be the origin, and the angle of the surface you are jumping to would be the target.

    I can put together an example when I get a chance.

  • Try the Set Canvas Size system action.

  • Depending on your painting system...

    A tilemap utilizing 1 pixel tile sizes is a good way to manipulate and access information about the state of any given pixel. You can make it invisible and just use it to record and check tile states.

    Otherwise if you actually want to check the color of each pixel, you can use the drawing canvas plugin, take a snapshot, and loop through every pixel to check the snapshot RGBa on every pixel. Unless your paintable area is very small, I don't recommend this as a feasible solution, as it would probably be too resource intensive.

  • I would normally use the System - Set layout scale action to zoom.

    The viewport size can be changed by using the System - Set canvas size action. This is usually done to change the aspect ratio of the viewable area.

  • Turn on pixel rounding in project properties.

  • In that case you simply take the difference in angle between the origin object and the target object, (assuming they all used the same origin angle and are rotated after), and add that to your pointer object's angle.

    You'll need some way to pick the origin and target surface to be able to get the angle expressions from them. First thing that comes to mind is to use a invisible helper sprite on overlap to get the right surfaces to get numbers from, but there are probably a few other ways to go about this as well.

  • unixtime/1000 = seconds

    unixtime/60000 = minutes

    unixtime/3600000 = hours

    unixtime/86400000 = days

    You can use the % (modulo) operator to get the remainder after dividing.

  • As I said before, you need to lower the cell size, change the border to 0, and increase the rotation speed.

  • You won't be needing the "Object Has Line of Sight of another Object" condition.

    In your drawing, it looks like when you jump to another surface, the angle will be set to go back the way you came from, so if you jump you'll go back to where you started. This is simply a 180 degree turn from the previous heading upon landing, or collision with target platform. However, that is independent of target platform rotation or angle, so the target platform orientation doesn't matter.

    In the event that you wanted the new angle to be a reflection off of the target platform surface (like a ball ricocheting off a wall on a pool table), which is what I understand from your written description, you'll want to do the following:

    Upon jumping, use the cast ray action from the player object towards the direction you are jumping.

    In the following event, use the Ray Intersected condition to check if it hits a destination surface. Then you can get the reflection angle with the ReflectionAngle expression, plug that into the action where you set the new angle, upon colliding the wall or right after you jump or whenever you want.

    Check your cell size, reduce it if necessary. Check the cell padding as well, I believe it defaults to -1, which could allow your object to move into a wall and have overlapping problems. If you're using move along path to move your object, try increasing your rotation speed from 100 to 1000 or even higher - this will let you get more direct movement between nodes, depending on the scale of your project and speeds involved.

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oosyrag

Member since 20 Feb, 2013

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