christina's Recent Forum Activity

  • Ah yes.

    You're making a neverending loop.

    Here's what you need:

    1. If the gun has more than 3 bullets in its barrel, then fire one every 0.3 seconds

    2. every 3 seconds, reload the gun with bullets. Until then, nothing happens.

    dl.dropboxusercontent.com/u/28087823/Construct%20Examples/gatling%20gun/gatling%20gun.capx

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  • Hi. I have 3 troll sprite instances, on a horizontal platform.

    This is The CAPX

    When ctrl is held and an arrow key is pressed, I cycle between them by adding +1 to the instance number or subtracting 1 from the instance number

    The problem is, if the trolls move from their original positions, they are not in the correct order any more. So by pressing ctrl+arrow, you don't necessarily select an adjacent troll any more :(

    So I found a way to dynamically assign an Xindex number to each instance, by using a loop and comparing the X position to a minimum and maximum X.

    So then, every time I press ctrl, the troll instances get numbered 0, 1, 2 (leftmost, middle, and rightmost troll respectively).

    QUESTION

    What do I do with the horizontal index though? How can I use it to always select the sprite to the right, when pressing ctrl+right, or the sprite to the left, when pressing ctrl+left ?

    I may be overthinking it, so I'm stuck.

    If anyone has any idea, I'd be grateful

  • Yes I'm working on it now.

    I can't get over the fact that the queen doesn't *always* and consistently clear the obstacle when she jumps.

    This breaks my game for the time being, so I'm searching for solutions.

  • thousand apologies for necroing this post, but has this been addressed? I'm seeing height inconsistencies in my really lightweight game. Firefox *and* chrome.

  • So here's what I've been doing for the past three days:

    ludumdare.com/compo/ludum-dare-27

    I love Ludum Dare, and I love Construct 2!

    Tell me what you guys think, and also, if you can think of any way to make troll selection more intuitive, I'm all ears.

    <img src="http://www.ludumdare.com/compo/wp-content/compo2/273708/13139-shot0.png" border="0" />

  • Ramones this is an amazing fix for my situation. No, they will move separately, as in lost vikings/the cave.

    So that's what this needs, an impenetrable wall that keeps the troll there until it has the decency to fall.

    You're a lifesaver. I can't see what you have in trollgap3.capx because you uploaded trollgap2.capx twice.

    But wow!

    P.S. Mad, is this the solution you had in mind?

  • Thanks MadFactory. It didn't work. When I publish it, it seems sluggish for a few seconds, and it doesn't bother checking for collisions (or it does, but it's a super-low framerate). I have no idea why, I have a competent system, and the code is SUPER light. Maybe scaling is doing this? Point + scale*2 ? I have no idea.

    I will use a separate player sprite, don't worry. For the time being it doesn't work with the rectangle.

  • MadFactory nope, doesn't work either. :/ Thank you both

  • Thanks you both.

    Newt, this doesn't work either, the wait function is tied to framerate as well, so it fails.

    I tried it before.

    I even tried "snapping" the troll to the middle of the hole, but that creates other problems that I can't solve right now.

  • Hi guys. I'm taking part in Ludum Dare 27, and I can't get the platform behavior to work right

    CAPX

    What to replicate: Move to the right with the troll, don't slow down for the hole. 30% of the time, the troll doesn't fall in, even though it's 6 pixels wider than the troll's bounding box

    I know it's the built-in collision.. Can anyone suggest a solution?

    Ideally, I would like the troll to fit exactly inside the hole, but I can tolerate a 1-2 pixel margin. Not more than that though. Is it possible?

    Thank you!

  • newt you lifesaver :)

    It seems however that min=0 means 0 and min=1 means 10 and min=2 means 20

    cow_trix are you sure you're not multiplying min*10 somewhere inside the plugin?

  • newt you're right! The example made me think the number is each time you hit the generate button.

    Oh cool, this is perfect. Do you maybe know what RandomPlus-> Set Count to 0 means? It doesn't seem to do anything

    Edit: ah got it, it returns the N randomly seeded number.

    Thanks so much newt!

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christina

Member since 21 Aug, 2012

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