R0J0hound's Forum Posts

  • Cool

  • It's the same with particles and tilemaps too as I recall. It could be nice to be able to disable the visibility culling, but it's done per plugin and probably will run into performance issues with some users.

    The workaround is to move the object onscreen before pasting it, which I suppose could also be done by the paster plugin...

  • it's not that it's not stable, it's just that 1/10 is the highest c2 lets dt get. So basically the game goes into slow mo if the dos drops below 10.

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  • It should work as you expect if "on button" and "on button released" refer to the same button. I can't tell without seeing the actual events though.

  • Zebbi

    It's just how you look at it. To me those variables define the top view position and the actual position is irrelevant since the behavior will set that.

  • Maybe make the paster be at an integer position like int(scrollx).int(scrolly)

  • Search the forum for gesture recognition. There are a few examples and even a plugin.

  • You probably should be able to use the xml plugin to do this. Take a look at it, it has methods to loop over tags and such.

  • every tick

    --- set x to self.x+speed*cos(angleOfMotion)*dt

    --- set y to self.y+speed*sin(angleOfMotion)*dt

  • Oh, ok. do this instead: give the layer a paralax of 100x100, and make the hotspot of the paster be the center, then right before pasting the objects to it set it's position to scollx,scrolly.

  • tucamone

    Gravity is global so you could either disable gravity and every tick apply a force to each object so they have their own gravity, or you can leave the gravity on and cancel gravity on so objects by applying a force opposite the direction of gravity on an object's pre step.

  • Zebbi

    I'm not sure I follow, the object would need two sets of positions, one for it's top view position and one for how it will be on the mode7 view. I'm pretty sure the behavior only converts the top view position to the mode7 one.

  • tucamone

    Is the ground moving with the physics behavior? All other movement behaviors are unmoving to the physics behavior. Otherwise I don't know.

  • You could give the object you want to spawn in the bullet behavior then you could do this:

    every 1 seconds

    --- create sprite at (random(640),random(480))

    --- sprite: set angle to random(360)

    --- sprite: move forward -640 pixels

    sprite: bullet distance traveled > 640

    --- sprite: set speed to 0

    There's also the third party move to behavior that may be useful here.

  • An family instance variable would work well for this.