Palourde's Forum Posts

  • Hello everyone,

    Im trying to use the "set tile with brush" action in order to let construct draw tilmaps quickly on startup, based on a minimalist tilemap that serves as some king of guide for a more comlpex one. Its working just fine, but only if I use just one 16 and one 47 brush.

    For exemple, if I create a second 47 tiles brush for the same tilemap object, the "set tile with brush" action on startup will either not work or results in a black screen on startup.

    I create a minimalist Capx where this problem can be tested :

    1drv.ms/u/s!AkLLauK5GG7Cg8shHU7_hoi65pncDQ

    On startup, every tiles are tested on a first tilemap that serve as a reference for a second tilemap. The first tilemap stays invisible and the second one "draws" with its own tiles in order to copy the first one.

    Try to change the brush in the action "Set Tile with brush". Brushe 0 will not work at all, Brush 1 will work and Brush 2 will show a black screen.

    All this 3 brushes are yet exactly the same 47 brushs.

    [EDIT] i updated the capx

  • Thanks à lot !

  • Hello,

    When using the "Call function from Map" action, I want to forward more than one parameter. I do not find how to enter more than one paremeter index in the "Forward parameters" option. I tried : 1,2,3 (1,2,3) [1, 2, 3] ... but nothing else than a single number seems to be accepted by the dialog box.

  • This is not exactly what im trying to do, but this tutorial is very helpfull, thanks !

  • Thank you, its working !

    It was a bit hard to this in a loop, but I finally found a solution. My instances are created by a first loop, in order to place them correctly on the layout. I found that it is not possible to create the joints during this loop, because construct need to wait for the next tick. I created a second loop, launched right after the end of the first one, but after a "wait 0 second" action. This second loop creates the joints between the instances created by the first loop.

  • Hello,

    I have an event that creates a variable number of a SpriteObject, and I want these objects to create prismatic joints between them. The idea is that Instance(1) is bound to Instance(2), then Instance(2) is bound to Instance(3), etc.

    All these Sprites are just different instances of a same SpriteObject. I do not find any way to pick a specific instance in order to create the joint with another specific instance of the same object.

    Is this even possible ?

  • Thank you,this is exactly what I needed !

  • Hello,

    I want to retrieve the angle of motion's value from a PhysicObject. This expression is not available in the Physics Behavior expression list, but maybe I can found it with some math ?

  • Hello,

    You can disable the collisions between two specific Pyshic objects. Pick one and use the action "Enable/Disable Collisions" in the Pysics actions category. This lets you choose what other Physic objects should be ignored by the first one.

  • Thank you,

    This is a solution I already tested, it works most of the time but also has some issues. I will use this if I do not find a better solution.

    To get the absolute velocity I use sqrt(Object.Physics.VelocityX^2 +Object.Physics.VelocityY^2)

    I didnt know that could use distance(x,x,x,x), thanks !

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  • You used the wrong action in your screenshot, you have to use the "Set Solid collision filter" action, which is in the "Misc" category in the action list instead of the "Solid" category ;).

  • Hello,

    Im trying to create a damage system based on the strengt of the collisions between physics objects. One of my major problem is that whenever I want to know the velocity of an object that is colliding, I cannot get the right value.

    Here is a simplified exemple of my problem :

    When I use :

    On collision between objects A and B => Set "CollisionVariable" to ObjectA.Physics.VelocityX

    The retrieved value is the VelocityX AFTER the collision, but I want the velocity just BEFORE.

    Any Idea of how to do that ?

  • Try to use the "Set Solid collision filter" action.

    For each different sprite object, you can see a "Tag" property in his properties bar, just under the "Solid" checkbox.

    Lets assume that your water is a sprite with the "solid" box checked. You can write "water" in the "Tag" property.

    If the sprite A needs to collide with your water sprite but not the sprite B, then you have to check the "solid" box for the two sprites. Be sure to use the action "Set Solid collision filter" at the start of the layout on sprite B. You have to choose the option "Exclusive" and write "water" (with the "") in the textbox "Tags".

    You sprite B will ignore all solids with the tag "water".

  • Hello,

    For each sprite you can unchek the box "Enable collisions" in the objects properties. This will prevent all collisions to be tested on this object, so all your conditions and actions based on a collision/overlap involving this object will also be ignored.

    Checking/Uncheking the box in the objects properties will only affect the initial collision state of this objects when the layout starts. You can Enable/Disable this at any time during your game by using the action "Enable collisions" in the objects action list.

  • It was THAT easy ! thanks a lot.

    I tested everything but I forget to check the "bullet" box, lol. Its working perfectly now.