caiorosisca's Recent Forum Activity

  • System > For each(ordered) >

    Object: Box

    Expression: Box.height

    Order: descending

    ---> System > Compare 2 values> loopindex = 0 > box set color green

    loopindex = 0 > box set color red

    else > box set color orange

  • Angular damping

    The rate the object slows down over time while spinning, from 0 (no slowdown at all) to 1 (maximum slowdown).

  • Just add the drag and drog behaviour to the other pieces as well

  • Check out the capx.

    I pinned 3rd object to 2nd and 2nd to 1st.

    Also added drag/drop to the 1st object(black one) so you can see how they move together and you can edit each ones collision box

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  • Does all frames of your EnemyAnimation use the same collision box? if not try forcing them to do so, as it can cause some bugs if they are different.

  • I'm not sure if that is what you are after, also I never used the MoveTo behaviour.

    But in case you want to move an object on top of another moving object, a key to make this work is to add the bototom object velocity to the top object velocity.

    Something like this:

    Top object overlaps bottom object at offset 0,5 (or -5, not sure)

    TopObject > set position > topObject.x + bottomObject.velocity.x, topObject.y + bottomObject.velocity.y

  • Check the capx. Note that the default controls property of the sprites with 8 movement behaviour must be set to "NO"

  • Just add the behaviour bound to layout

  • There you go

  • codah ramones

    Thanks so much for taking your time to have a look at it.

    At first I didn't have the mouse clicks to group them all together, that's why the every tick event was there, I completely forgot to take that out though. Thanks for pointing that out.

    10/11 were a copy paste error for sure. my bad.

    About all the picking conditions, that capx was exactly what I was looking for, I didn't know I could use for loops ( although their pretty basic stuff in proggraming, I was like "how can the engine don't have it" ).

    Now it looks clean and everything makes sense. About the topic, I messed around alot with the picking stuff while writing the topic and forgot to change the tile.

    Thanks guys.

  • It is with physics objects, Imagine you have objects A, B and C. All of them need the physics behaviour.

    On key press:

    • A > Enable Physics collisions with B
    • A > Enable Physics collisions with C
    • B > DisablePhysics collisions with C

    thats all you need

  • I'm looking to make a game similar to this one: http://www.ferryhalim.com/orisinal/g3/wings.htm

    I managed to make it work as intended as least for a starting point, I usually like to have an idea of how I'm gonna build the whole game before starting and since I'm not very familiar with Construct's picking system I came here ask for some help before going on in this game.

    I've a programming background but I seem to get pretty lost with all this blocks structure, so any tips are also welcome.

    Please have a look at the capx, mouse control main bird, click spawn follower bird at random position, you pass over a bird and it starts following you.

    My question is "How do I 'maker it better/cleaner' ".

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caiorosisca

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