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  • but Is Overlapping will give True if one instance is overlapping and will not trigger again if a second occurs while the first is still true

    oh cool, I wasn't aware of this... I only use isOverlapping for laser beams...good to know, thanks!

  • fisholith if by 'monstrous' you mean 'awesome', then thanks!

  • yes I'd have it read from an online DB that you can modify if need be. i.e. delete mistakes etc..

    how many users will you have at once? I would only allow "adds" to the DB as it's a much harder system to put in place if it allowed people to delete pins they've added.

    I like using RexRainbow's CSV plugin, it's easy to use, I use it instead of arrays a lot. Although I have to admit I've never written it to a central place where multiple client-apps are reading from it. I also saw another of his plugins called Firebase.. might be overkill for what you are doing, but worth a look.

  • no, collision detection is optimized.. it wouldn't be any good if doing your own collision testing was better/faster.

    better to have less points in your collision poly

    also put collision triggers in groups that can be deactivated when you know for sure those objects are not to be tested for collisions.

  • best to post a dropbox link to a capx..

  • NO! it dosen't. I tought of that also, but don't know how to. Can it be done?

    simple.

    Object 1 OnCollision with Object2
               System-> Pick Random <object>
                            Set <object> Angle etc...[/code:3om9lvxv]
    
    for "object" you'd insert the Family you want.
    
    
    

    On every X subtract, X object(s) from the Family (random or not) should set angle degree to X. For example, if on collision 2 Health will be subtracted, 2 objects from the Family will set angle, and so on.

    what is this first part? "On Every" on every what? tick? X seconds?

    Is the number of family objects that you want the angle set have to do with how much is subtracted from the health?

    if so.. make an instance bool variable called "selected" on the Family object..

    Odamage=2
    
    If Object1 OnCollision with Object 2
         Repeat Odamage times
            Pick all Family
            Family is selected
                 Pick Random Family
                       Family set angle
                       Family set selected to TRUE[/code:3om9lvxv]
    
    after the collision is over you need to reset all the selected to false.
  • admir As far as I know there's no way to set framerate within C2.

  • sorry I was assuming you were using tiled backgrounds...

    it all depends on how you set it up. i.e. if your player is moving past the background, opposed to having the background move past the player simulating player movement.

  • does it matter which object from the family? you could pick random... that only picks one object.

  • here's a thread where I mostly talk to myself.. I don't think any was understanding what I wanted to do...

    but you are probably not using an unbound layout, but still you will need the calculation for scrolling parallax.

    also set in On Start of Layout: Layout Scale to 0.25...it really helps to see what is happening when you run it...

  • infinite scrolling with parallax you need to do a calculation to compensate for the scroll speed being different. then you you need to move it to the nearest multiple of 512 (assuming your tile is 512).

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jobel

Member since 27 Jul, 2013

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