oosyrag's Recent Forum Activity

  • Try putting all objects in that layer into a family, and moving the family.

  • There is an action with the 8direction behavior - Set acceleration. You'll want to put an expression Touch.Gamma in here to get the Gamma, or your degrees tilt. Use math to adjust the final value to the speed you like.

  • Some quick experimentation with the example would show you that the bouncing behavior is based on the bounding box of the object.

  • Based on the difference between the timestamps, you'll know how much time was spent minimized. You can then use timescale to accelerate the game at a certain rate until the game has caught up. The faster the rate/higher the timescale, the greater the risk of bugs!

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  • https://www.scirra.com/tutorials/202/to ... put-method

    https://www.scirra.com/manual/119/touch

    The Compare Orientation with Alpha Beta and Gamma in the touch object is what you are looking for.

  • On the every x seconds event, add this condition for each object: System - Pick Nth Instance. Object is your Tent Roof/Floor, and instance is Self.Count-1.

    It might actually just be Self.Count or just -1, Sorry I don't have C2 available at the moment to test, but basically you want it to pick only the last created instance to move for that event. If it doesn't work try the others.

  • Hi Bio,

    There are a lot of tutorials and different methods that address the problem you are describing. Here is one example that I like - https://www.scirra.com/tutorials/4981/s ... den-player

  • If you want new random every battle, why not just set RandomMonster to choose(...)?

    I guess you want to set a list of which monsters you can choose from before going into the battle. In that case I would create an array - Start with a width of 0, and then push to fill it with the possible choices, then in the battle layout set RandomMonster to Array.At(floor(random(Array.Width)).

    That's the first thing I could think of, there might be an easier way, maybe someone else could chime in.

  • When you put "choose(1,2,3,4,5,6,7)" inside quotation marks as you have, it is no longer an expression, but a string.

    I don't think you can have an expression inside a variable. Are you trying to have the random number picked when you go into the next layout? Or have the next layout pick the random number?

    You can:

    1. Use an action to set your GLOBAL_MONSG variable to choose(1,2,3,4,5,6,7), in which case a random number whole number between and including 1 and 7 will be stored in the variable. Then you can set RandomMonster to GLOBAL_MONSG and get the same number.

    2. Use a function that returns "choose(1,2,3,4,5,6,7)", and have your action set your RandomMonster variable to your function output.

  • I'm going to guess that the previous instance isn't disappearing, but after you make a new instance, both of them get set to the exact same spot.

    What is the purpose of the second event running every x seconds? This is what is causing all the instances of your tent objects to be set on the same spot.

  • Either -

    1. Store the destination in a variable and lerp to the variable.

    2. Create an invisible object at the destination and lerp to the object.

  • When objects are created, they are immediately picked by default, so any actions you have affecting this object only affects the newly created instance within the same event.

    A more advanced topic would be if you wanted to specify only the last created instance of an object in an expression - you can do this with the IID - Sprite(-1).Expression, where the -1 represents the last created instance of this object. https://www.scirra.com/manual/78/expressions

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oosyrag

Member since 20 Feb, 2013

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