R0J0hound's Forum Posts

  • It still works fine here. I noticed the newer Dropbox links are slightly different so I added a modified link.

  • TileAt(loopindex("x"),loopindex("y"))

  • Replace tile with the expression to get a tile at a location.

  • You should be able to do it by changing the logic around. In it able to open the capx right now so this may be a bit different. You don't even need a variable. You could take a loop over all the tiles and make these sub-events to keep for example tiles 4 and 6.

    Tile=4

    Else

    Tile=6

    Else

    --- erase

    Or if you still wish to use a variable just structure the text variable used for the list like this. Comma seperated and starting and ending with a comma.

    Global text keep=",4,6,"

    Then use a sub-event like this:

    System compare: find(keep, ","&tile&",") = -1

    --- erase

  • You first find the length and divid both values by it.

  • The general way to connect multiple physics object together is with joints, but they won't give absolute rigid results. The way to do that is merge multiple shapes to one object, but neither the physics or chipmunk behavior provide that capability.

    Why? Well the bundled physics is fairly simple what features it provides from the box2d library. With the chipmunk behavior I opted to keep things simpler by just keeping one shape per object because it's more useful in the general case.

    Possible solutions could be the just use a physics library directly with JavaScript run with the browser object, or a new physics behavior which just provides access to everything in the library. you'd have to deal with more errors.

  • Variable=1 and the else should be subevents of on button pressed and it should work.

    You can also toggle the variable between 1 and 2 with one event:

    On button pressed

    --- set variable to 3-variable

    Just be sure the variable starts as 1 or two.

  • Fonts mess on different systems, because different browsers and operating systems do things differently. This is a web wide issue. At least that's what I gather from an Internet search.

    You could create a bug report for it. Maybe it can be corrected?

  • It's hard to give improvements with just videos. Here's a possible model:

    Joints at all the normal spots, and some range of motion limits. The springs are used to encourage extended legs and flexed arms. That encourages a more bent over posture which keeps the joints in the middle of their ranges of motion.

    Here is a possible implementation:

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

    The feet angle could probably be done manually instead of being physics based.

    It may not be usable other than maybe giving some ideas. I does need a lot more tweaking.

  • A curve can be approximated by a bunch of lines so you either can do that or another way would be to use a tilemap with 1x1 tiles.

    If you make the size the same as the canvas and loop overall the pixels and set the tile if it's a certain color after a pretty good delay you'll have it colliding with what you drew.

  • You can also use the distance expression, after all it's the same equation.

    distance(0,0,velocityX,velocityY)

  • If you want a line with physics then instead of using this plugin use a Sprite to be your line.

    Make the origin on the sprite on the center left. Then position the sprite to the first point. Then set its angle toward the second point and make its width the distance between the two points. The height of the Sprite is the line thickness.

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  • % gives the remainder after a division. It can be used to loop the numbers:

    0 % 3 = 0

    1 % 3 = 1

    2 % 3 = 2

    3 % 3 = 0

    4 % 3 = 1

    5 % 3 = 2

  • After a wait the object scope is re-evaluated. The newly created sprite is still picked but all the family will be picked because you didn't explicitly pick any family instances.

    Consider the three examples below. When you don't explicitly pick an object type it assumes all of them are picked. The first two examples both just destroy all the family instances after the wait. The third picks a family instance, so that is remembered after the wait, and only that instance gets destroyed.

    start of layout
    --- create sprite
       blank-sub-event
       --- wait
       --- destroy family
    
    start of layout
    --- create sprite
       pick all family
       --- wait
       --- destroy family
    
    start of layout
    --- create sprite
       pick family instance 0
       --- wait
       --- destroy family[/code:2y9fpuz1]