xoros's Forum Posts

  • Cool

  • I tried to set Attraction Parameters on runtime - but there's no possibility to set a number: "SetLJpotential LJ parameter" - only a pulldown menu with parameter

  • rexrainbow

    Useful stuff as usual. Right now I'm trying to figure out one thing:

    • There are two types of units: enemy units and player's units
    • Enemy units are attracted to the players units and the other way around (this part is working)
    • But at the same time player's units should reject other player units and the same for enemy - I can't figure out how to do it

    If I change "B" from 0 to some higher value, they start to reject opponent's units. Right now I'm using Source/Target Tags for differentiation. I think the problem is that the units of the same type do not consider other units of the same type as source, and that's why rejection doesn't work. I'm gonna try to use groups for differentiation.

  • OK, anyways it's not a big deal if you know it, but what is the purpose of "mirror", if it's basically the same as "set widht to self.width*-1"?

  • Problem Description

    "Set Mirrored/Flipped" changes sprite width/height on runtime to the negative value, so that if you have some event triggered on Object.Width/Height < Number - this event will be triggered.

    Attach a Capx

    https://www.dropbox.com/s/90q8qk0bucdowor/mirror_flip_bug.capx?dl=0

    Observed Result

    Mirrored/Flipped changes dimensions to the negative value: Width*-1 Height*-1

    On Width/Height changed events are triggered

    Expected Result

    Width & Height should not be changed

    On Width/Height changed events should not be triggered

    Affected Browsers

    • Chrome: (YES/NO) Operating System and Service Pack Win 7 Construct 2 Version ID r180 64bit
  • http://qiao.github.io/PathFinding.js/visual/

    Best-First-Search and Trace appear to be the fastest methods and A* is kinda slow.

  • A browser game where you unlock your friends to unlock the next level.

  • Hello there,

    Ashley

    Expression indexing of families does not point to the IID of a family instance, but to the IID of the original object type e.g. Sprite. Let's say a family consists of three object types (three different sprites):

    for each family > log family.IID could log "0" three times

    Is it a feature or a bug?

    Actually it would be very cool to be able to point to family instances like that.

  • Take it seriously or not, but sometimes it produces pretty fun ideas.

    http://orteil.dashnet.org/gamegen

  • Grrreat, thank you!

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  • yep, angle(0,0,x,y) works fine - using this to aut-rotate a physics object according to current X,Y velocity.

  • Yes, chess group will do the job.

  • rexrainbow

    Is it somehow possible to create tiles which occupy more than one cell, like in the screenshot? The only solution which come to my mind is to create 4 special tiles , which are connected together i.e. a tile group, make them invisible and pin a big tile to one of them.

  • That would be great!

  • rexrainbow

    Very useful plugin package.

    I have a small feature requests: is it possible to implement path direction blockers like in this screenshot?

    This walls are not directly placed on a grid, but kind of limit possible directions from the tile they overlapping. Like telling the pathfinder: exclude neighbor nodes coming from this directions (e.g. top, bottom, top-right, etc) from the list. Useful for mazes.