oosyrag's Forum Posts

  • From the manual,

    "...in Relative mode the given values are added to their current values."

    If your 'topleft' object is at for example 400,200, you are moving your mesh point 400 pixels right and 200 pixels down every tick.

  • You can tween the angle of motion of the bullet behavior as well.

    Alternatively, give each of them a random angle to start and lerp the angle towards the target angle every tick.

  • A timer is good too, for multiple frames. One frame is mostly imperceptible. You can use the timer is running condition to prevent simulated movement

  • Start with initRun instance variable at 1, if you want a 1 frame hold.

    + Keyboard: → is down
    ----+ Sprite: initRun > 0
    -----> Sprite: Set position to (Self.X+1, Self.Y)
    -----> Sprite: Subtract 1 from initRun
    
    ----+ System: Else
    -----> Sprite: Simulate 8Direction pressing Right
    
    
  • Simply put, the cast ray doesn't pick any objects.

    You can use the

    HitUID

    If Ray intersected is true, the UID of the instance that was the first obstacle the ray intersected.

    expression in the 'Ray Intersected' event to identify the object hit. In a subevent, use the Sprite - Pick by unique ID condition to pick Object.Lineofsight.HitUID, and destroy object.

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  • You said you tried something and had trouble with it displaying as a float and int() didn't work.

    The answer would be exactly what you tried in your first post, so it would be useful to see if you made a mistake that caused it not to work.

  • It would be easier to see what went wrong if you posted your project file, a screenshot of events, or even just right click the event and copy as text so we can see what you did.

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  • Despite the new 3d visuals, C3 is still a 2D engine. As far as the engine is concerned, everything is actually still on the 'floor' despite how it may look visually.

    The built in bullet behavior has no z axis component. You'll need to manually adjust the bullet object's z elevation every tick based on the vertical angle of the camera when it was created. You'll also need to modify the base speed as well, as a bullet shot straight up or down actually isn't "moving" at all.

    Anyways, you're going to have trouble trying to make an fps like that since there are no collisions in 3d space anyway. You might be able to fake it by comparing the zposition and zhight of objects while overlapping, but that's going to result in other problems. I imagine you might as well spend your effort learning how to use an actual 3d engine instead, or read up on how verticality in Doom 2 worked, or just go with a completely "flat" levels like Wolfenstein.

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  • You don't want to use pin or hierarchy with physics. Physics only works properly when all movement (by physics objects) is only handled by the physics behavior.

    In your case I believe you'll want limited revolute joints, or perhaps a distance joint of 0 on an imagepoint would work.

  • The sdk should have a method to confirm an ad completed. Use that to trigger your reward.

  • Yes. You can simply add the player and bat as separate sprite objects.

    Or if you want to keep them as one set of images/animations, you can use an invisible helper sprite to represent the bat's interactions instead.

  • How is your object moving?

    Behaviors like 8 direction have expressions that you can reference. For example you can Set Text to Sprite.8direction.Speed. It depends what you are using to move the object though.

  • Two separate objects, put together with a container construct.net/en/make-games/manuals/construct-3/project-primitives/objects/containers

    One is the visible SVG, showing the image, and one is the invisible sprite, with the collision polygon.

    If they are in a container, they will always be picked together so you can treat them as the same object. If they are pinned, they will move together.