Ashley's Recent Forum Activity

  • I meant his events... whats wrong with the overlap condition in Construct??

  • 1) Excuse the noob question, but... Where can I find the Set Width/Set Height?

    They're actions in the Sprite object. If you don't know that, it sounds like you need to run through the Ghost Shooter tutorial in the Learn section.

    [quote:3ex2m0r7]2) That's EXACTLY what I need, but "speed + 100 * timedelta" but Construct marks it as erroneous

    The expression is 'pseudocode' - nobody on the forum knows your exact object names etc., so you'll generally just get an approxomation on here that you can't paste in. Use the object panel at the bottom of the parameters dialog to find the speed expression. It'll look something like: Sprite[Bullet].Speed

  • You might have the best results moving the stars with events - ie. using sin/cos to work out the position. I can't remember the exact math.

    Still, you could probably fake it fairly well by

    1) use Set Width/Set Height, and enter a formula involving the distance to the center eg. 0.1 * distance(.X, .Y, 320, 240) (assuming 320, 240 is the centre point where the star comes from). This means the width and height would increase by 1 pixel every 10 pixels it moved, for example.

    2) again it's probably not the correct formula for true 3D movement, but you could try Always - set speed to current speed + 100 * TimeDelta, or something. The speed will then increase by 100 pixels per second every second.

  • A great beginner example! Mind if I include it in the next build as a template/example and put it on the site?

  • Normally conditions pick the related objects, so 'Player overlaps enemy' picks the one enemy the player is overlapping and any enemy actions apply to just that object. However, since you're using an intermediate detector-object, this is getting in the way of that process (ie. when you say detector overlaps enemy, effectively that is true for all enemies, because all enemies have a detector).

    You're trying to do what containers do, albeit with a broken overlap system. Read up on that article. As soon as you put the enemy in a container with its detector, things start working better already (hopefully you can fix it from there).

    Hope that helps!

  • What works? Typing the object name in an expression? Surely that cannot work, because it'd give a syntax error, thinking its two separate names!

  • Spaces aren't allowed in object names (the expression evaluator would see it as two separate object names). In fact, if you type a space in an object name, it's immediately removed (reselect it to see). The bug is only that the display doesn't update in the properties grid. I'll see if that can be fixed.

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  • I think for both you want to look at using hinges. I think there are some examples in the uploads forum.

  • By the way, with the re-code of the event sheet editor, would it be possible to allow people to view/write events in a sort of scripting language? Just an idea I'd like to see.

    This is what Python scripting is for, really - but it's not working right now, and hopefully will be fixed for the next build. You can't convert between events and script - that's not really possible at all - but you could add script with Python.

  • Is it knowed that sometime Event sheet editor's icon can go haywire and switch place randomly?

    I've seen this before briefly - saving, closing and reopening usually fixes. If it doesn't, submit a bug report (and post the .cap if you can).

    [quote:w0sxxl1w]why when copying & paste my paste, the object is pasted like anywhere?

    I've never noticed this. Can you reproduce it?

  • No! Same error with that link! What's going on? :S

    Edit: logged out, and it lets me view the thread. What's with registered accounts having fewer rights than anonymous access??

  • Huh, TIGSource says 'The topic or board you are looking for appears to be either missing or off limits to you.'. I'm logged in too.

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Ashley

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