newt's Forum Posts

  • Bullets work off of the objects angle. It just so happens that the angle for 0 is east, or that way->.

    So if you want the bullet to travel down you would set its angle to anything below 179, and above 0, up, above 180, etc.

    Image points have very little to do with it. However the hotspot has quite a bit to do with it, as it is the objects origin, or the xy that the system will use.

  • Add the browser object. There are actions for that in it.

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  • Families would fit better into the b part. heh

    Not a bad idea really, the sharing of resources, might even be on Ashley's todo list.

  • Nope. Each object has its own texture.

    If you wish to share textures you will need to either a: use the many instancing functions, object(index), object.uid/ object.iid, an/or families, or b: change the texture via url.

  • Try:

    on button up clicked:

    set global variable "scaleLayer" to 1

    global variable "scaleLayer" = 1, system set layer scale to lerp(LayerScale(layername), scaleMax, something*dt)

    or

    on button down clicked:

    set global variable "scaleLayer" to 2

    global variable "scaleLayer" = 2, system set layer scale to lerp(LayerScale(layername), scaleMin, something*dt)

    Note:

    It will continue to do the lerp until the variable is changed.

    You should try to add a way to change the variable, however it should not effect performance.

  • Whiteclaws if you want to help people you should try to get as accurate as possible.

    Your post is missing the need of a constant, and you cant use lerp.... with out the lerp.

    Perhaps you could post an example instead.

    ie

    this variable = that, set layout scale to lerp(........)

  • So basically you're saying you need a condition to pick the nearest, or farthest instance based on an xy?

    Something like the pick by uid condition, but shall we say right next to it?

  • You don't have to use the built in drag and drop behavior, you can make your own.

    In fact you can dummy it down a bit to fit what you need.

    +on touch

    +for each object

    +distance(object.x,object.y,touch.x,touch.y) < n

    +object pick closest to touch.x, touch.y, object set variable selected to 1

    +touch is in touch

    +object variable selected = 1, object set position to touch.x, touch.y

    + on touch end, set object variable to 0

    Might not even need the for each since pick closest is in play.

  • Try setting the individual objects dt to 0 under the system actions.

    Then use that objects dt in your expression "object.dt"

  • Drop the for each, and change the instance variable back to its original state in the same event.

    +on your trigger, set instance variable to 1

    +instance variable =1, system add 1 to global variable, instance set variable back to 0

    If you need to keep the instance from changing again, add a condition for that.

    Here is a tut on how to use for each properly.

  • With the current Game Jolt Contest winding down I thought I would take the time to start a thread about C2 games running over there.

    I'll start with mine: Constructed Chaos

    A shooter type game that was based off of the theme art work... actually it took more time to cut up the artwork than it did to make the game...

    Please feel free to add your game to the list here.

  • I wager the dictionary would be a good starting point.

    Just flip to random pages.

  • Due to the way minification works, you can't expect to call a name like that.

    What you have to do is use picking, to get the object into the selected objects list.

    You can use uid, as well as iid, however those are prone to change at runtime. I would suggest the simplest method... using a variable.

    Like: If global variable makeObject = 1, system make sprite at x,y.

    Its a little long and draw out, but its hard to screw up.

  • Um you do realize we have anglelerp(a,b,t) right?