pseudotropheus's Recent Forum Activity

  • I think you can do this:

    Create an instance variable for the object, "SineType" or whatever.

    Create some events to change the sine type depending on that variable,

    Object.SineType=1 ----->Sine

    Object.SineType=2 ----->Square

    Object.SineType=3 ----->Triangle

    Object.SineType=4 ----->Sawtooth

    Then,

    Condition-----> Set Object.sinetype((rnum(1,4))

    Something like that.

    Edit: Actually I think it would be Object.sinetype(floor(random(1,5))

  • Alright, that didn't post properly. Here's an image.

    [URL=http://drive.google.com/uc?export=view&id=0B0cL7pK7ARK7M0d1Vkl1NE1OVG8
  • I think I fixed it.

    drive.google.com/uc

  • Try moving the angle adjustments into event #36, where the bullets are created. I think this will reference the correct turret. I cannot edit your capx because I am using the free version and you are over 100 events (I think you could easily reduce the # of events in your project, though...)

    Spread Shoot--------------->Spread---->Spawn Bullet 1

                                Bullet 1-->Set angle to Spread.angle-20

    --------------------------->Spread---->Spawn Bullet 2

                                Bullet 2-->Set angle to Spread.angle

    --------------------------->Spread---->Spawn Bullet 3

                                Bullet 3-->Set angle to Spread.angle+20

  • Is each spread turret also supposed to be shooting 3 bullets? Right now each one is shooting two.

  • I tried flipping my configuration, pinning the CardTemplateBase spite to the Text sprite instead. Did not help.

  • I'm having a problem pinning specific instances to each other (and keeping them where they should be).

    To save some time, I'll explain what these events do:

    (1) Five "Card" instances are created, each with different instance variables (no problem here)

    (2) Per each "Card", 4 instances of "Text" are spawned at 4 image points (no problem here; everything is going to the right place)

    The problem is that upon clicking and dragging the 1st "Card" in the hand, ALL of the pinned "Text" from ALL of the "Card" objects moves with it.

    I greatly appreciate any help. Thanks!

    <img src="http://drivegle/ucexport=view&id=0B0cL7pK7ARK7RHhQMWtUcFV0cjg" border="0" />

    drive.google.com/uc

    EDIT: I figured it out.

  • Thanks!

  • The array will typically contain under 100 values.

    I do have "Every tick, set text to "Array.ASJSON" which does display the contents, I was just hoping for a more elegant way to display these data.

    Like Soldiers: 1 Monsters: 5

  • If I have an array full of 1's and 2's, and I want to count how many 1's are in the array, how do I do it?

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  • Blah. I figured it out right after I posted. Set animation speed to 0 and now it's working.

    Thanks!

  • Can someone please explain why, when I run my program, the animation frame changes on its own even though I haven't clicked or hovered over the card?

    docs.google.com/file/d/0B0cL7pK7ARK7cGRKTTRqXzRUY2c/edit src="http://drive.google/ucexport=view&id=0B0cL7pK7ARK7cGRKTTRqXzRUY2c" border="0" />

    Quite an embarrassing problem, I'm sure.

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pseudotropheus

Member since 25 May, 2013

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