Solomon's Forum Posts

  • Are you guys just bumping up your post stats?

  • Insert all objects into one family and make an event where the family collides with itself?

  • LittleStain

    Meaning hypothetically, just mark an area (invisible) using events, an offset that could encompass not only the sprites size misplaced a certain amount of pixels, rather a range even up to twice the size of the objects dimensions (in one axis), as to replace a manually pinned sensor.

  • Instead of drawing a sensor and attaching it to an object, is it possible to "draw" the sensor in some way by code instead, perphaps by specifying an overlap range; from - to ?

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  • Yep, publishing to html5 will get you more views for sure. Plus instant feedback in the Arcade comments section here.

  • LittleStain

    Yeah for the last 15 minutes it occured to me that something was off with the way I was using the offset value...

    Thanks for pointing that out!

    Next time Ill make sure to do some more reading on the function itself... and not waste peoples time.

    Sorry for the trouble and thanks once again for the help, I appreciate it!

  • Yes I am having it too just recently noticed it, using firefox.

  • This is the link to the capx. Please download it and have a look if you may.

    https://www.sendspace.com/file/44kj1r

    This is bugging me out of my skull.

    I am spawning 2 boxes each 3 seconds.

    On is on screen left and one is on screen right.

    Now both are the same instances of 1 box. The box on the left is mirrored once it is created.

    I have an "offset overlapping" on the main box used to check the collision.

    Now here comes the problem.

    When I mirror the box on the left, the offset overlapping is not mirrored but remains on the same side that the orignal offset overlapping

    How is is possible to change the offset so that its "offset overlapping" is on the opposite side in the mirrored box instance?

    There are 2 conditions that I need to remain:

    1) Both boxes need to be of the same object type, and they need to be 2 same instances like they are now.

    2) The mirror must be done like it is now. Rotate 180 degrees cannot be used, because I need to use a complicated formula which has several different global variables: set X=self.x+....etc formula and not: move forward x+....

    In other words it is the same problem I am having in most of my prototypes from the beginning while using Construct2, I cannot no matter what I do, change the value of 1 instance when the instance is created by events instead of being placed by hand.

    I tried using families and the family instance variable, but changing that from the event sheed changes all the family instance variables for all the object which is really a shame, because if it was possible to manipulate some values of instances using family instances it would be a very very powerful feature.

    If I change the family instance, all of the offset collision changes for all the instances in the scene.

    I would be glad if someone help, so I can stop pulling out my hair.

  • It may have something to do with Nintendo wanting a cut from youtubers that make "lets plays" of their games (if that is still applicable).

  • R0J0hound

    Wow brilliant!

    Regarding the uid, that is unique so its 1 per instance, how can one get the uid of an object when an object has been spawned inside a game for the nth time?

    Once again thanks for the help!

  • R0J0hound

    Yep, I ended up creating seperate events for all. Im trying to cutback on extra plugins and not use behaviours which all comes down to more control.

  • I am trying to solve an issue, for 3 hours straight and seem to be getting nowhere.

    Im not sure if this can be achieved thus I decided to ask here all you gurus.

    I have 2 instances of the same object type, lets say 2 balls.

    Both are spawned randomly, at 2 different locations, one on left half of the screen the other on the right half.

    So far so good.

    Now comes the tricky part.

    Is it possible, in order to save memory to spawn the ball on the left side of the screen to always move right, and the ball on the right side on the screen to always move left, all using 2 instances of same object type, no behaviours and done in events?

    Ive been trying to find some sort of variable that could be manipulated from withing the event sheets, that could be manipulated seperately for each instance that has been created.

    Ive tried families, but manipulating family instances from the event sheets cant focus on one instance, rather changes all the values for all the instances when manipulated.

    I worked some time ago in another program smillar to Construct2 (will not mention which one for obvious reasons), and what I did there is I managed to add each instance created to a list, and name each instance seperately as it was created. In that way I was able to call out by name each instance and get a hold of each instance seperately (the list wasnt long, it had 5 places and the instances that left the screen had been removed from that list).

    Either this is very easy and Im getting tired and my mind isnt working anymore, or its hard and the only solution is to create another object type of that object which travels right, and give it another variable seperate from that instance that travels left.

    In Construct 2 I find it tricky to get a "hold" of a "unique" instance to be able manipulate only it from directly from event sheet once it was loaded by events.

  • you cant write... create family member with instance variable "apple"

    I want to create an instance variable "apple" from the family at random pick by setting up a variable text which will control and be linked to the names of the different sprites in the scene, more or less.

    Well the problem is that the family variable instances cannot be directly called upon with an event in order to spawn that particular familly member, from what I have been trying to do and what the others have suggested. There is no way to connect the name of a particular sprite to a family instance variable from what I see. Giving a family member a family instance name the same as its sprite name does not work.

    The way you have done it, it is going to work is if there are only apples in the family.

    The family is not only apples, but its all the fruits. So apples oranges and bananas.

    So if the system is going to check wether there is a fruit in the family instance variable per family object, it will find each kind of fruit to be there.

    Besides I have other sprites of the same family in the scene, and in the loop the family is destroyed and that is why all the other family members in the scene will get destroyed too, which is something I dont want.

  • I mean something like this..

    so when you create sprite from family c2 take a random sprite..if is random sprite =Random pick..Stop

    else destroy and create new sprite..until you find Random pick

    The Signature is a Family instance from what I see.

    If I understand correctly...

    Well if the family has 3 objects, the apple orange and banana, it doesnt matter which will be randomly chosen at the beginning because the signature will always = whatever has been randomly picked, as I will need to input in the signature: apple, banana, orange.

    I want to create an apple if the apple is randomly chosen, from a family where all 3 - orange banana and apple are inside the family, and not do it manually in case I end up with 50 different objects.

    So I am looking for something simillar to create by text name "". So create "text global variable" object or something equivalent would be spot on.