WackyToaster's Recent Forum Activity

  • Nope. You don´t want to apply that force to the collision box itself, but to whatever object the collision box hits. The collision box doesn´t need physics to do that.

    Collision box is overlapping another object > apply force/impulse to object

  • Based on the example you´d have to check each dot if it overlaps one of the non-gravity zones and adjust accordingly. I have no idea if this can be done in an accurate manner. If it can be done it will be tricky.

    You could pre-fire an invisible bird and track the trajectory but that takes time waiting for the ivisible bird to move (and timescale + physics doesn´t work) so probably not a good option either.

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  • I think you may have misunderstood something. You can use "set position" with physics BUT you shouldn´t use "set position" ON something that has the physics behavior.

    So setting the position of the collision box on the pickaxe should be fine assuming the collision box doesn´t require physics (which it shouldn´t imo)

  • I don´t know how the screenshot function works with Steam and if you have to implement some code for it to work, but you can use this code snippet in a script file to disable such browser inputs.

    document.addEventListener('keydown', function(event) {
    	event.preventDefault();
    });

    If you only want to prevent the F12 shortcut you can use this instead.

    document.addEventListener('keydown', function(event) {
     if(event.keyCode == 123) {
    		event.preventDefault();
     }
    });
  • If it´s really just about not having weird internet people in your chatroom you should be able to use wss://multiplayer.scirra.com without issue though. You just need to make sure to change the GAME_NAME and INSTANCE_NAME variables (and possibly also the room name) in the example to something else.

  • I think the comparison doesn´t work the way you did it. But either way I just remembered there is actually a "Pick nearest/furthest" action so no need to use distance :V That should do the trick without any hassle! Could have thought of that earlier. You can just do "Pick nearest goodboy" and use enemy.X enemy.Y as position.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/common-features/common-conditions

  • There´s this (it´s the official signaling server sold by scirra)

    construct.net/en

    And you maybe want to check this

    construct.net/en/tutorials/multiplayer-tutorial-concepts-579/page-2

    An alternative could be google firebase. This is not the same thing as a signalling server but it has functionality that allows to make a chat. Specifically with the realtime database. It can´t be used to make a realtime multiplayer game though (at least I´m pretty certain it can´t)

    firebase.google.com/docs/database

    It´s important to know though that none of the options are free or easy to do. I haven´t used a signaling server before, I just assume it to be not easy to setup properly. Firebase is doable but you probably want to know a bunch of javascript if you want to use it.

  • Hard to say without seeing the events. You probably need to evaluate who is closer using the distance expression. construct.net/en/make-games/manuals/construct-3/system-reference/system-expressions

    The smaller value is closer and then set that as objective. I´d advice against doing this every tick, doing this every 0.3 seconds or so is probably enough.

  • Yeah that´s pretty much what I hoped to avoid but it´s the best solution so far. I actually don´t even need to blend a continuous animation, it´s more a change of a state. Basically my objects can have several different states and when the state changes it should not just pop into the other state instantly.

  • Hey, just wondering if anyone got a plugin or easy solution for frame blending? I don´t need anything fancy, just instead of instantly switching from frame 1 to 2, blend over with opacity over a set time. I know it´s doable with events obviously, but it requires creating extra temporary Sprites on top with fade behavior and I feel like it could lead to a bunch of annoyances in the long run. Or I could create the animation as a sprite Animation and just have this play but that also feels a bit meh, especially if I end up changing the sprite and having to redo that animation.

    Maybe I´m overlooking some easier solution? Or maybe someone has the sudden urge to write a behavior? :D

    Cheers

  • This is one event, you have to use two events for this. Your event means:

    If Lennon.X is bigger than Mouse.X AND smaller than Mouse.X --> Set Lennon Mirrored THEN set him Not mirrored.

  • You can set up a for-loop and within the loop loopindex will give you an incrementing number.

    Loops are system conditions and loopindex is a system expression

    construct.net/en/make-games/manuals/construct-3/system-reference/system-conditions

    construct.net/en/make-games/manuals/construct-3/system-reference/system-expressions

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WackyToaster

Member since 18 Feb, 2014

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