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  • You can create the shadows with events. For the method I gave you just make sure that the number of shadows matches the number of patrol. If the number is less create another, and if it's more delete one.

    Another method would be to use an instance variable in the patrol to keep track of the UID of it's shadow.

    You can make them move out of sync with a Boolean instance variable and the wait action:

    +patrol: is NOT patrolling

    +for each patrol

    --- patrol: set patrolling to true

    --- wait random(2,4) seconds

    --- patrol: set angle of motion...

    --- patrol: set speed...

    --- wait 1 second

    --- patrol: stop

    --- patrol: set patrolling to false

    Of course you could alternatively use a variable to make a timer.

  • 1. The system compare condition does no picking so place events 2-5 as sub-events of a "for each Patrol".

    2. Duplicate the shadow object in the layout so you have 3 instances. Replace event 6 with:

    +Every Tick

    --- Shadow: set position to Patrol

  • You could use sprite distort maps:

    http://dl.dropbox.com/u/5426011/examples12/twist_pinch.cap

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  • The first thing that is causing the explosion is creating the chain_link at 0,0 then immediately setting the position. If you condense it into one create action it will fix that. It seems to take a tick for the physics behavior to account for repositioning.

    The second problem that comes up is the links all end up being horizontal in spite of setting the angle. This is the same quirk as with position. A fix would be to make the chain over several ticks.

    * "Start of layout" create the links

    * "tickcount = 0" create joints between links

  • You can't access array expressions in Construct like {"NPCHatelist",str(SOL.Enemy1spawn.UID)} or Sprite.XY from python. You'll have to do a hybrid approach with events and python.

  • Juryiel

    For python you'd have to convert them to a python array:

    pyArray = map(lambda k:Array(k+1), range(Array.SizeX))

    sort it in python:

    pyArray.sort()

    Then put it back in the original array:

    for x,val in pyArray:
       Array.SetAtX(x+1,val)
  • Try this to have a sprite change it's x from 5 to 100 in 6 seconds after a click.

    global variable start_value=5

    global variable end_value=100

    global variable duration=6

    global variable start_time=0

    +On click

    --- set start_time to time

    +time < start_time+duration

    --- Sprite: set x to lerp(start_value, end_value, (time-start_time)/duration)

    +time >= start_time+duration

    +trigger once

    --- Sprite: set x to end_value

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  • It can be done in C2 with a layer with "force own texture" and the "destination out" effect for the light glows.

    http://dl.dropbox.com/u/5426011/examples12/fow22.capx

    It's quite a bit slower than tulamide's CC version. The main reason is CC can handle a lot more objects before slowing down.

  • Use SOL.Shot.Angle=90. SOL stands for selected object list and when you create an object it becomes the only picked object of that type.

  • With events the picking is reset between toplevel events. The picking doesn't seem to be reset when creating objects in python. Fix it by adding a "For each MouseKeyboard" condition so that the picking gets reset. You can replace MouseKeyboard with any single instance object, the point is For Each resets the picking.

    + System: For each MouseKeyboard

    + MouseKeyboard: Right mouse button is down

    System.Create("Shot", 1, System.MouseX, System.MouseY )
    SOL.Shot.AngleTowardsPosition(640/2, 480/2)
  • Some keyboards can only handle so many keys pressed at once. You might be able to handle more keys pressed at once if you use a different key combination.

    I had a keyboard that had the very issue you describe, and it happened in any computer game that I ran.

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R0J0hound

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