GeorgeZaharia's Recent Forum Activity

  • Hi, you don't need lerp, i mean you can use it but you could do it only with 1 variable... and set angle towards angle by degrees amount.

    here is a example -- click the buttons to set a new angle target, click 1 for current angle +80 click 2 for current angle +40 you can change the direction by giving it a negative value to the target on event line 2 and 3

    Edited: you can fine tune the time it takes to move by increase or decreasing the "degree amount" in the not equal with targetAngle event line > action

  • hi, see if this helps, it looks similar, close enough you need to tweak the time it executes, id go around 0.6 seconds. or something like that i left it 0.8

    also tween animation is backwards, BounceIn is actually BounceOut compared to animate.css

    example

    if you are trying to replicate the animation from animate.css exactly... it will be a bit tricky but you could replicate it via event coding, i counted 5-6 bounces before text stops on Animate.css it's actually what i tried before tween plugin... it looked closed to it, but still a bit to fast, not elastic enough... and to many event lines... around 7 or so...

  • not sure if this was solved, but here is my example based on what i understood you wanted to do.

    example particles inside a continuous resizing circle

    Edited: it seems was solved, 5 minutes ago,... its a bit convoluted on my end, but you have more control over things ... hope it helps, in your atomic bomb project ^_^

  • I do like the container idea too. You'll want the displayed sprite, and the one you move with events to be different. As far as the textured floor i don't think the mode7 fx would be suitable for this since it doesn't handle looking up and down.

    i knew someone had some knowledge on this amazing stuff rojo as always, and not to forget happy new year to everyone on this 2021 hope will be better, regarding the up and down look, i dont think he needs it, as far i seen on the gameplay, its just a 30 degree top down view and ground sort of slightly turns left and right by some amount, there might be other scenes where the gameview changes, like in the old hercules game, where from side platformer, it will go to a side platformer with a background elevation ... other than that is all graphics and coding stuff.

    i think he can do it, but is going to be a huge workload for 1 person. especially if he wants to do both coding and artwork.

  • yes, in the settings of the editor, menu/settings and at top of menu you have a dropdown. i think spanish is one of the languages that are completed. but i wouldn't do it. since you understand english, and most tutorials are in english... the spanish translation might not sound the same, since is community translated... some terms might not be really well translated. just stick to english if you understand it.

  • change pixel-health = 0 to

    , i think your animation is not triggering cause the health value is never 0 is either above 0 or less than zero. like -2 or -1.

    can i see where you subtract from health? is it based on collision? does it trigger once? or is it based on overlaping? cause latter will not trigger just once but 2-3 times as long as the other sprite is overlaped in 1 -2 tick. to travel over.

  • see if offset works for you

    OffsetXY example

    by implementing the above offsetXY you also remove lots of events that you duplicated as subevents to check all those leftrighttopbottom etc

    drag the green box around , at around 25pixels overlap left top bottom right it will turn red, if is not overlaping at offset returns to green ... i think this is what you wanted ... all you need is adapt it to your movement behavior.

    rule of offsetDirection: OffsetX +25 is Right, OffsetX -25 is Left, OffsetY +25 is bottom and OffsetY -25 is Top.

    the offset works from the greenbox bboxtop,bottom,left,right ... based on the origin point of the image i think didn't messed with that origin point.

  • objectY on collision with objectX > action = objectY.bulletbehavior = disable.

    see if that helps.

    if your bullet, has bullet behavior on it... all you have to do is add Solid Behavior on the wall, bullets might ricoche tho.

  • not sure if this will work, but you can also try the For Objecting Sorting Ascending by UID or something.

    and do something like:

    For "bullet"
    Compare value : bullet.bulletbehavior.moving = 1 
    sorting ascending
     action > cancel some action ( since is not 0).
    

    the idea is you loop trough all bullets, and if the moment happens in 1 of them, then u cancel whatever you need to be cancel or increase timer waiting or what not... if the loop returns 0 your cancel action won't happen.

    needs testing ....

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  • I have lost of things in layout and somewhere I want to restart my layout but I don't know how this restart layout action work. It restarting layout in its current situation, There were some objects out of layout and during gameplay they are inside layout and lots of things. After restarting layout everything is still there current position. How can I actually restart layout where all objects reset to their starting position.

    When you restart layout, if used alone, what happens all non-global sprites, reset in that layout as you designed them in the visual editor.

    However, if your objects have positions saved in dictionary, or by global variables, you have to reset those also.

    Like this:

    Reset global variables,
    Dicitonary clear xYz
    Array empty
    wait 0 
    Restart layout.
    

    hope it makes sense, and maybe helps?

  • like dop2000 said you have to check if previous action completed, the more complicated yet perfect way of doing it is by using functions, not sure if this is still a thing in C3 or it got replaced by the javascript...

    but the idea is if function plugin is still a thing you can do something like bellow pseudo-code

    Solution 1:

    1. on F pressed, 
     1.1 Sub event if function "spawn action F completed" > action call function "spawn action F"
    
    2. On function "spawn action F" > do this actions 0-n++
    

    having a timer from my experience, it delays things and then glitches happen, with a delay... but it depends on how you implement it, the solution 3 shouldn't create any delayed glitches.

    Solution 2:

    have 1 boolean or global variable that u turn on and off while actions happen, and you have something like bellow:

    Global Variable "checkF" = 0;
    
    1. On "F" Key pressed 
     1.1 if checkF = 0 > action > set CheckF = 1
    	 do something
    			 do something
    			 set checkF = 0
    
    

    this will not let you tap super fast and overlap things but will create like a 0.1-0.2 delay in your spawning action when you press "F" it will still overlap but not as fast.

    Solution 3:

    The timer

    Global Variable "timer" = 0;
    
    
    1. everytick (or if timer) > 0 >subtract from timer 1 (this happens everytick or dt, so is closed as being miliseconds and not seconds, to increase delay either increase 2.1 set timer to 1000 or set the value of subtraction to 0.2 or 0.1)
    
    2. On "F" pressed 
     2.1 if timer =< 0 - action
    		 action 
    		 action 
    		 set timer to 100 (in miliseconds if you subtract 1 everytick like we do above)
    
    3. if timer < 0 - set timer to 0 [this is fail safe so the timer never goes under 0]
    
    
  • GeorgeZaharia OP was not asking how to move objects on a grid. The question was about chess.js API - the correct syntax used to promote a pawn.

    if he doesn't know how to move a object on a grid, wouldn't probably know how to implement chess.js API.

    ... also i sort of missed the first 2 pages, was thinking this 3rd page is the 1st page ... lol my bad.. now i seen he knows how to work an array.

    and since C3 now supports JS scripting

    here is a full js tutorial on how to make a chess based on js

    maybe it helps?

    tutorial how to chess js

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GeorgeZaharia

Member since 30 Jun, 2014

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