Guizmus's Recent Forum Activity

  • If you want an enemy to go into the base, you need to tell him where exactly. Your problem, if I understand right is that they all stack in the center. So don't do "Find path to hangar", but "Find path to (X,Y)" where X = hangar.X+random(hangar.Width) and Y = hangar.Y+random(hangar.Height); they will all find their way to a random point inside the hangar. If your problem is that they should stop moving once inside the hangar, ramones' solution is the one you need :)

  • irina Maths are your friend ;)

  • SigmundO

    You can place it here, but create a sample capx that shows the problem and uses only built in plugins and behaviors ^^

  • Well, I used the file you posted in your bug report (http://db.tt/tnGngg2X) (empty project, you seem to have the problem everywhere anyway).

    I didn't get any problem, display size keeping the intended resolution, both on chrome, IE9, or Firefox... Maybe a config problem on your browsers? Strange that it appends on multiple ones at the same time though, hard to understand.

  • Hey kmsravindra

    If you can't use .htaccess, the best way to do what you need is to do it in PHP.

    You said that the platform sends a lanch key. So just change the index.html into index.php and add a check on the key. If you receive a valid key, display the page, if not, display an error message.

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  • Of course, just tweak the function ^^

    distance(sprite,target)/distance(spawn,target) (let's call this P) is going from 1 to 0, representing the proportion of the distance still to travel. If you do pow(P,X) (where X is between 0 and 1, strictly) you will get a curvy function, not linear anymore, still going from 1 to 0 (0 power X = 0 and 1 power X = 1, when X>0 so we are ok).

    Examples :

    For X=0.5

    scale at origin is 100%

    scale at 30% of the travel is 84%

    scale at 50% is 71%

    scale at 70% is 54%

    Scale at 90% is 30%

    scale at destination is 0%

    For X=0.8

    scale at origin is 100%

    scale at 30% of the travel is 75%

    scale at 50% is 57%

    scale at 70% is 38%

    Scale at 90% is 16%

    scale at destination is 0%

    When X approaches 1, you will get a more linear function.

    When X approaches 0, you will get a more curvy function.

    You just have to try now :)

    EDIT : lerp would help also, it's true, but it won't work if the sprite can go both ways, or if you want to have always the same scale at the same position, because lerp will be time-dependent, "smoothing" the changes in the scale. Because of this, the scale would adjust depending on the sprite movement/speed over time, not just its position between origin and destination

  • It doesn't glitch in an empty project for me. You should post your capx as the problem is certainly elsewhere, not sure anybody can help you without more infos.

  • scale = initial scale * distance(sprite,target)/distance(spawn,target) ?

    If you are going for a linear scale based on the position, you should do it base only on distances, so completely independent from the timeline. Or maybe I misunderstood you ^^

    Put this in an event triggered every tick if the sprite "is moving", and you should be good

  • I don't have any capx for the example you linked, but it seems like the "water" effect is applied to the water, with decreasing parameters (lerp over time ?), and parameters going up when a rock hits it (depending on the rock's parameter maybe ?)

    Well, I tried a little and it started to resemble your link, but it seems quite a lot of understanding of this effect is required to do it well (or a lot of tries at least). Help from someone knowing it more would be welcome :)

  • vee41

    love the face of your evil sprite ^^ And I learned something from your capx too, so thanks ! (btw, you have a space at the end of your link making it broken)

  • Unfortunately, the collision check will work in both ways. When A hits B, B hits A in the same time. Even with logic, I don't see how we could determine which hit which. What you can do though is transfer a variable from one of the instance to the other, distinguishing A and B with a rule based on their instances (for example, let's says that A is the variable that was created first, so with the smaller UID).

    I set up a little capx for example. You can drag the sprites to have the collision append. You'll see that the second instance is taking the value of the first one.

    capx

    One last thing, if you want the collision to happen only in one way, you can "lock" the instances one they are picked up in the first way (toggleing a Boolean), and add a check on this Boolean in your collision check.

  • The "tutorial" concept is to explain, show, demonstrate, help. You did neither. You gave a link, and told people to use it. You could at least have explained in details how it worked, how to install it, ... You could also use links and not just copy past URLs.

    As it is, your tuto is more like "Upload game to dropbox with new account ! So, just create an account, install dropbox by referring me, activate public, and here you are !". Try to add more value, like the process of uploading a game, where to find the "public link" (if you want to help people to understand dropbox, you have to suppose they don't know how it works), ...

    Don't be surprise to have reactions like you had with so little done...

    And lastly, this section of the forum is for people who have questions to ask, help needed, not for advertising.

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Guizmus

Member since 26 Mar, 2013

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