Khodex's Recent Forum Activity

  • Hello ! I have the feeling that the answer to my question is easy but I'm really stuck so I prefer to ask.

    I want to create situations in which my character could use an open door to be "teleported" to its twin, here from open door A to closed door B. By doing so, the player will open up the door B and it will be also usable in the opposite way (from B to A).

    These doors are the same object playing a different animation. By opening the door B, this one will play the "open" animation, that's all. In a level, I can have several doors but they work in pairs only. That's why I use a "channel" which is an instance variable to be able to "link" two doors between them only and not with other doors. By using the open door A channel 1, the player will only reach the door B channel 1. Same for channel 2 and so on...

    My question is : how can I create an event in which the player is overlapping a door of channel X and to select the other door which has the same channel to define the position of the character on it ?

    I hope that I'm clear ! Thanks a lot for your future answers.

  • I absolutely didn't know about this expression, thanks a lot Magistross !

  • I'm surprised that there is no option in the "overlap" event to choose the number of instance to overlap in order to activate the action.

  • I'm not sure I understand BadMario. I put the .c3p file here if you want to take a look.

    Here is my event sheet but it makes the global variable increase, it doesn't count the number of overlapping squares. :/

  • Hello !

    I have several green squares in my scene (same object but several instances of it) and I have a circle that I can move.

    I would like to activate an action when the circle is overlapping more than one square but I don't find the correct event.

    Could someone help me ? Thanks a lot !

  • Is there any answer to this problem ? I encountered the same one.

  • I finally found a solution thanks to this old topic from R0J0hound : construct.net/en/forum/construct-2/how-do-i-18/parabolatracjectory-tracing-55313

    Here is an example that predicts the path of a projectile. It also calculates a speed/angle to shoot so that the projectile path passes over the mouse position. You could alternately just set the speed and angle.

    https://www.dropbox.com/s/9tftyryvn0pab ... .capx?dl=0

    This one has the math to take into account linear damping:

    https://www.dropbox.com/s/f5jsfbl3d1szj ... .capx?dl=0

  • Sorry, it's very hard for me to understand your answer just by reading the file because I'm so bad at Maths.

    The fact is : in my .c3p file I have a curve which is made in a specific way and I would like to know if it is possible to shoot something by using this curve. As you may see, I want to be able to scale the curve thanks to the mouse wheel and then, the bullets will follow this new curve.

  • Hello everyone !

    I created a parabola like this : .c3p FILE

    I can shoot bullets but I would like that the bullets follow the exact parabola curve. When a bullet is shot, it has to exactlty follow the curve like the curve was when the bullet was shoot. So if the curve move, the bullet previously shot does not have to follow the new curve, I hope I'm clear.

    Thanks a lot if you have any idea of doing this ! :)

  • It works pretty well !

    Thanks a lot Asmodean

  • Hello everyone !

    I would like to have multiple instances of the same object in the scene and each one should be rotated towards the next instance of this object.

    This object has an instance variable called "ID" and each instance have a different ID. So, I would like the instance with the ID 0 rotated towards the one with the ID 1. The 1 towards the 2 and so on.

    But my logic seems to be wrong in the event sheet. Could someone help me ? Thanks a lot !

    The project file

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  • Thank you Kyatric I understand your answer, sorry I didn't explain my question very well.

    In fact, because I will have a lot of buttons with the same behavior but of different colors, I would like to avoid to repeat the event for each color. So yes, it works if I use :

    Family Buttons - Color = "blue"

    +

    Family Buttons - Color = "red"

    +

    Family Buttons - Color = "green"

    and so on...

    But what I would like to to is to create an event in which it is written :

    "Pick all buttons where instance variable color is equal to the color of the current instance"

    In other words, I would like to have this event :

    "- For each button

    - Pick all other buttons of the same color

    - If none of them is pressed

    Action = deactivate all the doors of this color".

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Khodex

Member since 6 Sep, 2019

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