lukezero's Forum Posts

  • Just for the record, I'm wondering that to implement the walking animation of a character not controlled by the player in a isometric 8 directions game.

    I'm currently using int(((IA.calc_angle+360) %360)/45), where the instance variable calc_angle is floor(angle(Self.X,Self.Y,object.X,object.Y)).

  • Hi C2 community

    I'm trying to calculate the angle of an object moved without 8 Direction behavior in relation to another object, but I'm not succeeding.

    I tried the formula floor(angle(Self.X,Self.Y,object.X,object.Y)), but didn't work for the end result I want.

  • Hi everybody!

    As I still don't dominate the Canvas object, I ask if is possible to C2 recognize certain shapes drawn by the player, such as an "X" and "check".

    I learned to do it recognize closed shapes, but without discriminating a triangle of a circle, for example.

    I thank you all in advance for your attention and collaboration.

  • I partially solved the problem by switching the SET SIZE by SET SCALE, for manipulating an object with one or more animations apparently only work well if it is through the Scale function.

    Now the problem is when I try to change the animation of the object before moving it to another position. The object gets with strange behavior, locking in a frame of previous animation while trying to make the transition to the next animation.

    So bizarre...

  • I tried other things and... nothing.

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  • Thank you for your attention and help, ^^

    I forgot to say that I'm using the R208 beta version of Construct 2.

    Is this the cause? o.O

  • I also tried to deactivate the group of the Scale effect, but not worked.

  • Hi RayKi! Thanks for your collaboration! ^^

    The object leaves from an one frame animation to a real "5 looped frames" animation long after the scale effect has been executed.

    I put the scale effect in a group, that is activated at the start of layout. Then the effect isn't under the condition "Every tick".

    Group Scale

    Object: Set Size

    lerp(Object.Width,194,1.5*dt)

    lerp(Object.Height, 331,1.5*dt)

    Addendum: Even maintaining the object actual size with a boolean instance variable before the animation execution, the problem continues.

  • Hi C2 fellas!

    An object with Move To behavior and Scale effect (made with "Set size" with "lerp" and "delta-time") have an animation that isn't working when I call him.

    When I call the animation of this object in an event, only the first frame is displayed with a short and slow scale effect.

    I tried to solve this in several ways, but I couldn't (perhaps because I already quite tired...).

    Someone has a solution for this?

    Thank you in advance the attention and collaboration of you.

  • You could just change the detection to see if 'all' ImagePoints are overlapping, rather than 'any'.

    Ok dude, I'll change this.

    Thanks again. ^^

  • Hi blackhornet! Sorry to bother you again, but your detection system now detects only partially the object. (the purple box sprite)

    There is a way of detection occur only if the object is completely within the fill canvas color?

    Thanks one more time for your attention and collaboration. ^^

  • It's alive, guys! Thanks a lot!

  • I'll try these instructions now, MadSpy and

    Thanks a lot!

  • Thanks for your help, elliot and

    I made a small adjustment to your instructions, deathangel1479, but yet not worked.

    Thus the objects are infinitely generated continuously.

  • Thanks one more time for your collaboration,

    Unfortunately these instructions didn't work as expected.

    The objects still are created without the limitations of the object collision area.