99Instances2Go's Forum Posts

  • I think you misunderstand the 'is overlapping at offset'. You seem to think about it as 'is overlapping at a point'. In reality, the engine moves the Sprite to the given offset, checks if the Sprite overlaps (the whole Sprite with its collision polygones), and then moves it back.

  • Besides above comment. It is 'not done' to use different animations for 'left' and 'right'. Just mirror the sprite. If you wanna be 'political incorrect', thats ok, no problem. But. The moment you gonna use sensors (helper sprites), you will have to start over.

  • The expression Sprite.AnimationFrameCount.

  • Well. The thing is that the 'on end' is buried deep down under a bunch of conditions. This 'on end' is a trigger.

    That means, when 'it' happens, the normal top-top down execution of the events is halted. The trigger fires and executes its actions. Then we go further with the normal top-top down execution.

    Thing is, when you code a trigger as sub under a condition, the trigger first has to look up if it is allowed to run. The else is no sub, so the trigger cant really go up to its real parent condition. (in my eyes it should) Result: the trigger thinks it can execute its actions. I dont know if this is due the 3th party or a general thing.

    You should never bury a trigger that deep down. Always gives you problems.

    Solution: Bring the trigger up. Combine it with a 'if player.x > ..." You have now of course another thing to consider. The 'on end' picks only that one that just ended. Need to destroy them all, use 'pick all' or use a function (functions pick from scratch). If this does not solve the problem, it means this 3th party trigger does not look up if it is allowed to execute.

    Besides that. As far as i can see. The last dot does not move. The other dots are wayyyyyyyy done moving when the player is reaching quepoint. Therefor, there will be NO trigger happening when the player is past that point.

    Again. A trigger happens. You can use it only once and only on the moment that it happens. It is not info that is readable/available from the moment that it happend and later on. It happens now, on this moment and only now on this moment. If you missed the moment, it is gone.

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  • No. I can not do that.

    Since you did not answer the question with a unconditional 'no', i have to consider a possible 'yes'.

    I can not risk a 'yes'.

    I have no problem with public available tutorials that copy an existing game. They do not make money, and my country has special rules in place for copyrights infringements when it is about education. Those tutorials do not hurt the original game makers.

    Monetising clones of existing games (or and also tutorials) is in my eyes robbery.

    Then there is another thin line, that i do not know yet how to walk on. There are developers in this forum who work your capx for payment. It is their job, and their life. I am sure they hate me already, although i try to be careful. I help when it is a challenge for me, and when solving it means i learned something. I do it all purely for myself.

    But (again), if the answer to the question is a a possible 'yes', then i am helping no one. I only do damage.

    Sincere,

    99.

  • schueppe

    I made an example once, for a simular engine:

    Working isometric platform model.

    https://drive.google.com/open?id=0B1SSu ... mtWVnc1cDg

    Using R0J0hound 's behavior.

    behavior-isometric_t153967

    I am PRETTY suprised with how nice this behavior does the Z sort & handles the Z-moving.

    The layout is in layers, to easely build a level. On runtime it corrects for the layer offsets and brings all objects to 1 layer. Another awwsome plus for this behavior.

    I would love to see your solution.

  • randomly Predicting maximum height & range for a bullet.

    https://www.dropbox.com/s/7zhhr5viujvt8 ... .capx?dl=0

    Ground is drag & drop

    Right mouse = shoot

    Mouse wheel = angle

  • Aphrodite, accuracy is pretty perfect. It seems to me that jumping is now frame independend. (latest stable release)

    https://www.dropbox.com/s/i3h3w3lpw1idw ... .capx?dl=0

    (to be honest ... i took to much time to figure that out on my own, then , when posting, i noticed you wrote the solution perfectly down already, poor me)

  • https://www.dropbox.com/s/n268zjx1lqcji ... .capx?dl=0

    Are you commercialising tutorials ?

  • To me that feels like ...

    Every-time you take your girl to a party, and the party demands a different outfit, you just take another woman with you.

    'swap' animations on instances, in stead of objects.

  • More optimised trail. Now there is not 1 huge array iterating, max 12 tiles change in 1 tick.

    https://www.dropbox.com/s/m4aeqgbc28si3 ... .capx?dl=0

    'For Each' runs every tick. And that is a loop each tick.

    In my capx, things got prepared in the 'start of layout'. The situation how it is before the player starts moving. That is essential. It also cages things that have to be done only once, effectively to only once.

    You will never ever see a good representation of the fps on the inspect page in the debugger. That is actual (Heisenberg principle) very normal. The debugger is a program that runs in the same time and in the same browser as the game. If the debugger has to calculate a lot, like representing an array each tick, the tick (containing games actions + debugger actions) gets longer, leading to a smaller fps.

    Use 'watch' or 'profile' to measure speed.

    Use 'inspect' (or things added to watch) to inspect values.

    I also have to add that when the debugger (in inspect mode) drops the fps to much, collisions, frame independed actions and frame independed behaviors will actual break.

  • Not a 'functional' capx. Just demonstrating how to pick tiles, change tiles, pair an array with a tilemap, avoiding huge loops each tick ....

    https://www.dropbox.com/s/0pxbwb6i5q4x7 ... .capx?dl=0

  • 'swap' animations, in stead of objects.

  • I add a list object.

    Then 'Add item' for the things that i want to examine.

    I have seen others use 'log' in the browser object.