roxflame's Recent Forum Activity

  • There is something else that adding families to families would enable though, which is better inter-family instancing. Here is an example of a problem and how nested families could fix that. Lets say 2 items from the same family collide using Physics (which is a behaviour applied to that family), and you want to destroy the one without a specific variable "can-die" and stop movement of the other but only if the other one is moving fast enough initially.

    FamilyA is colliding with FamilyA

    FamilyA velocity>100

    FamilyA can-die=true

    =

    Kill FamilyA

    Set Velocity FamilyA to 0

    This doesnt allow us to check each item in the family against each other in the conditions, whereas if there was a nested family (which also had access to all behaviours of its parent) then we could use the tree parenting to resolve the issue. for example:

    FamilyParent is colliding with FamilyChild

    FamilyParent velocity>100

    FamilyChild can-die=true

    =

    Kill FamilyChild

    Set Velocity FamilyParent to 0

    See how handy that would be?

    It can't be done using 2 separate families as that won't allow you access to the physics behaviours from both families, where-as parenting could solve that issue

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roxflame

Member since 17 May, 2013

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