SoldjahBoy's Recent Forum Activity

  • I'm not sure if the fade-out behaviour directly links into the opacity of the object - but you can try doing a comparison with the opacity for your collision.

    If opactity = 100

    Object collides with object

    --- Do stuff

    If that doesn't work, you may be better off not using the fade behaviour, and coding a simple one yourself just be setting opacity of the object until it's at 0 - then destroying it if opacity is 0 or less.

    ~Sol

  • Construct Classic doesn't make apps for android, or anything apart from Win32.exe for that matter.

    You need to use Construct 2, and post in the Construct 2 section of the forums.

    ~Sol

  • You need to use NW.js in order to be able to specify a storage location other than webstorage - this of course won't work for HTML5 or mobile device compiles.

    If you need help let me know, I've worked with NW.js a bit and can probably make an example.

    ~Sol

  • Inb4 R0J0hound gets bored and makes a hooks_jelly plugin xD

    ~Sol

  • Preview browser has to be NW.js also.

    You need to download and install NW.js from HERE

    ~Sol

  • That's weird - what version of C2 are you using? I'm still on R221 because of a current project I'm still working on - I don't want the update to potentially break any plugins I'm using before I'm *finished*, but the problem doesn't exist in R221 at least.

    ~Sol

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  • Lmao... I do this all the time xD

    ~Sol

  • It can, and does in instances where you have LOADS of objects updating position - particularly container objects (or shadow caster).

    It can also reduce the fluidity of motion though, and make it "feel" janky even though it's not janky. Also be aware that there is a minimum time for a tick to process (I think it's 0.16 seconds) so setting your timer to less than that means it's running the same as "every tick".

    ~Sol

  • What gumshoe said pretty much...

    Every tick; (or every X seconds for a slower angle correction)

    • Set angle of projectile.sprite towards player.X,player.Y

    On "enemy shoot"

    • create projectile.sprite at enemy.X,enemy.Y
    • set angle of projectile.sprite to (something not already aimed towards the player - maybe straight up?)

    Note, the faster your projectile and the slower it angles itself will all affect the arcing motion.

    ~Sol

  • You can also re-order layers in the layout menu by moving them up and down - but yes if you've used the numbers then you're kind of stuck with the ordering you have. As already mentioned and confirmed - using a string value is better because you can move things around and insert as many new layers as you like without messing anything up.

    Don't worry, we've all been here - and if you're like me, you'll do it more than once! lol

    ~Sol

  • You can use instance variables as conditions for picking... for example you can have the one you are dragging with an instance variable that is called IsBeingDragged and use it like a boolean value (on or off - 0 or 1).

    Then you can use this variable as part of your picking comparison (if sprite.variable(IsBeingDragged)=1)

    Likewise you can apply instance variables to the pawns still on the board based on whatever criteria you choose (a positioning number, or a unique count/ID, etc) as the other half of the picking condition.

    As davidochoa mentioned, you can try to use containers for easier picking - just be aware that if you are destorying any object in the container it will also destroy other members of the container. You can set these items to invisible instead of destroying them as an alternative way (this is how I have limb dismemberment working on my container based character model).

    Hope this helps

    *EDIT*

    Looking at your newly included code screen capture, you can also simply try adding a loop "for each yellow" into your event condition in row 34. I think that should work.

    ~Sol

  • Using the PERSIST behaviour for any object will make it "remember" where it was when you left the layout and then returned later.

    As far as placing objects randomly, just set X coordinate and Y coordinate to;

    ->Create object at

    X = random(layoutwidth)

    Y= random(layoutheight)

    This is obviously a very basic example of random placement, but you should get the idea. That code would create the object anywhere on the layout based on it's size. You could use specific numbers if you wanted the objects to appear in a localised spot (maybe only on one side of the layout, or perhaps outside the layout?)

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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