R0J0hound's Recent Forum Activity

  • From the manual a common expression is .asjson and there is also the common action "set from json".

    I haven't used it myself yet but I believe it can be used to clone object state.

  • If the balls are the same size you can do this:

    dropbox.com/s/y5jkdqtcur8n2bm/collisionPoint.gif

    Or if they're different sizes:

    dropbox.com/s/bv5djkudta7fni6/collisionPoint2.gif

  • One thing you can do is incorporate dt in the move forward action. The frame time can fluctuate from frame to frame and dt is the current frame time.

    So instead of 1.3 use 1.3*60*dt.

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  • Here is a way I did it in a project I did:

    https://dl.dropboxusercontent.com/u/542 ... _menu.capx

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    Have a day job: yes, 10 hours

    Occupation: ...

    Average time spent developing in a week: ~5 hours.

  • The camera object should have an expression to get the image URL. You can then use that with the load animation frame action of sprites. After that just position that sprite over the canvas and use the canvas' paste action and you should be good to go.

  • You could do it by just comparing the distance from the enemy to the player. Accelerate if the distance is greater than a radius and brake if less.

    If you'd be happy with orbiting in a circle you could use the "move at angle" action on the enemy when they're closer than the radius and use enemy.angle-90 for the angle and say 100*dt for the distance.

  • I thought saying Game Over was the end.

  • [quote:3dddxys4]* Move the horizontal and vertical lines in a controlled and defined manner.

    Well you have a start point (where you started touching) and a end point (where you're currently touching). You could calculate the angle from start to end and use some choose a direction if the angle is close to 0, 90,180 or 270. There are conditions that help with this.

    [quote:3dddxys4]* Create this line, as the player moves on the field.

    Every time you move create a circle at the player. For the line between the dots you can make a rectangle sprite with it's hotspot left-center. It's height should be the diameter of the circle and it's width should be the distance between one move to another. So you create this sprite at the player and set it's angle toward the previous circle. You have the direction moved so you can add 180 to that to get the angle.

    [quote:3dddxys4]* Recognize what is going right and left.

    Beyond visualization, which the previous question had a solution for, you can store the inAngle and outAngle in instance variables of the circles. Just set them in the moving stage.

    And my experiment of the day trying out some different ideas.

    https://www.dropbox.com/s/yi7fthhebl9nt ... .capx?dl=1

    /examples24/flowfree.capx

    Not really helpful, but it has an amusing flaw.

  • It's the same reason all the pieces are all red. The "Pick all" condition doesn't pick objects that were created on that frame. This was a change that occurred a long time ago. Events 22-24 need reworking to fix it.

    Change it from this:

    To this:

  • No idea from your description. A simple capx could help.

  • Anything lower than "every 0.016 seconds" is the same as "every tick". You could instead add dt to the variable every tick and after 1 second the value will be very close to 1.