newt's Forum Posts

  • So basically we need:

    if ( abs(velocity.x) > abs(velocity.y) ) {
        x = round(position.x);
        y = round(position.y + (x - position.x) * velocity.y / velocity.x);
    } else {
        y = round(position.y);
        x = round(position.x + (y - position.y) * velocity.x / velocity.y);
    }[/code:1yfaqumf]
    
    In an interpolation expression.
  • Ok so to get the end x, and y of the current point:

    Sprite.Spline.Point(Sprite.Spline.CurSegP1,"x")

    Sprite.Spline.Point(Sprite.Spline.CurSegP1,"y")

  • I'm not seeing how this works:

    Expression:Point

    Get points or a point or x/y of a point. Add 1st parameter for index of point, add 2nd parameter "x" or "y" or 0 or 1 to get x/y of a point.

    The expression just shows:

    Sprite.Spline.Point

  • Its not a real big deal, but as a suggestion it could use some point indexing like the path finding behavior does.

    xy at point index, and current index, etc

    It's not like we can't create our own lists.

  • Thanks a bunch.

    Really been wanting something like this.

  • Looks like there's a bug for when its not looping:

    https://www.dropbox.com/s/uzg3ns9f8jtd3 ... .capx?dl=0

    And its not looping when it's set to yes.

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  • OK, ask Ashley if updating the sol every event, and sub event causes issues.

    Ask him if he wants to add to add code to check if the sol needs to be updated every event.

  • You compare the value to its old value set in the variable

    Less than, greater than, etc.

    There's also other system comparisons like is between.

    Is between min & max- do nothing

    Else, do foo

  • They do.

    The logic is pick something, or somethings, and do something, or things to those objects.

    Not and some other objects that weren't picked.

    Picking at creation is a special case meant to make things easier, trying to exploit that even more is the issue.

  • "When you develop intricate processes that aren't just simple events like these examples, the order of every single step through the process matters- you can't afford to break away and assume it will work with everything else."

    What if a user destroys that object in the same event? What if a user destroys some other instance in the same event?

    What if it's created from a family? What if a user creates yet another instance in a subevent?

  • We have the Timer behavior. It only triggers when at the end however.

    Rex has one that runs at the beginning, or end, and has a choice for timescale.

    -"Is changed", "Is incrementing" and "Is decrementing" = system compare

  • When the ai has los to the object you trigger an event that creates a point, or points on a circle. There are two ways to do it.

    Create a list of points to follow, while its still has los, meaning you have to restart the list at some point.

    Or pick a single point on a circle, move it, then find another point of that circle, while it still has los.

  • Well there's always the first thing I suggested.

    Set the z on creation.

    Anyway, I'll keep giving workarounds for feature requests, you don't have to use them.