tinbashingstudios's Recent Forum Activity

  • (if undefined) I noticed the default create object instance location on a object is: on a object that is farthest object to the right.

    On collision I create explosive image where the rocket is but, if 2 rockets go flying and the farthest on left collides FIRST then farthest on the right will have the image spawned on it.

    this might be caused by it being in a function though/undefined

    I was hoping the (on collision, - call function to explode/destroy) would grab that information from the original action to select where to do action buut nope. I noticed the call function needs defining, so if i put the spawn object action OR destroy action it just does whatever

    Time to learn more about implementing pick the uid/nearest!

  • I get it now,

    event of (any) rocket outside of layout, - destroy rocket. (that is outside the layout)

    - destroy particles (no specified particles, just destroy (all))

    so what I was trying to do

    event of (any) rocket outside of layout, - destroy rocket. (that is outside the layout)

    event of (any) particle outside of layout, - destroy particles (that is outside the layout)

    better option

    event of rocket container outside of layout, - destroy rocket container (that is outside the layout)

    Cool, Thanks!

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  • I have a ship, you press Z to spawn missile and particles. Missile has physics behavior and particles have pin behavior.

    I pin particles to missile. they go flying into wall or off screen.

    when on collision with wall or off screen, I use events to destroy missile and particles.

    PROBLEM- when multiple missiles (and thus multiple particles) are on screen, particles get destroyed in all cases, the missiles get destroyed one by one as spawned

    It was my understanding that events calling destroy pick on the order of spawn to destroy.

    where am I going wrong? is there another way to group different objects, have them act as one, and destroy as one?

    This link should work

    1drv.ms/u/s!AllbEAlQnL0FhGJ1TN8hA5ttADVR

    Tagged:

  • I am very new to developing/coding games. I understand the basics of using bits of expressions to build bigger and better things. However simple expressions such as Self or Angle or (.) escape my understanding. I haven't seen them on the expression manual either. I would like to know exactly how the very basic expression works and how to assemble them.

    For example: the "." connects code together?details?, the angle function grabs a physics(?) only angle?

    If there is any where, even outside of construct, that can explain some fundamentals of coding/basic expressions that would be great!

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tinbashingstudios

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