R0J0hound's Recent Forum Activity

  • You could do the following. Store the x,y position of the sprites into private variables. Then move the head or first sprite in whatever direction you like. And finally just set the other sprite's position to the saved position of the previous one.

    every tick

    --- sprite: set oldx to self.x

    --- sprite: set oldy to self.y

    pick sprite instance 0

    --- sprite: move forward 32 pixels

    pick sprite by comparison: sprite.iid>0

    --- sprite: set position to (sprite(self.iid-1).oldx, sprite(self.iid-1).oldy)

  • AnD4D

    Polar would work for that, just set the angle to the angle to that location from the object and magnitude can be the force amount.

    You can ignore the offset if you like. With zeros it's applying the force to the center of mass on the object. The offset specifies a position from the center of mass, which in turn would give some torque.

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  • It will draw whatever you tell it to. If you wanted to do that with polygons and lines I see no issue, other than to be tedious inputting all the points.

  • fm4fanAT

    Late reply, but I've found a solution to this in another topic. The is the system action: "set minimum framerate". By default it is 30 which means dt will be limited to 1/30. You can set this to 0 if you so desire and dt won't be limited. It's a trade off though. When dt isn't limited you can have issue of fast moving objects passing right past obstacles without hitting them.

  • Here's one solution:

    It basically just moves separate units away from each other if they get too close.

    Another idea floating around the forum is to use the physics behavior on the units so they push each other. For best results there you'd want to move the objects using the physics behavior instead of letting the pathfinding behavior do it.

  • It's hard to ignore the size when it's 1Gb. Even 20Mb is big by my standards and I typically won't download it.

    Maybe make a copy of your project and remove all the audio and video files from it and upload that?

  • If you only need four pointed polygons then my paster plugin can do it too, and will be faster with webgl on.

  • andreone

    The issue is you're checking if a x position is exactly somewhere. With floating point numbers two separate values are seldom equal. It's better to check for a range of values like:

    pick family where family.x > position+49

    pick family where family.x < position+50

  • Yeah, only the object you're dragging is being picked. This happens even if you don't use families. You could add a "pick all" condition to the beginning of the sub-event as one way to do what you want.

  • What stuff breaks? I've only seen third party plugins cause minifying to break things. If it's an official plugin that breaks, wouldn't fixing that directly be better?

  • That bug referenced broke the code when it was minified. C2's runtime does not break when it's minified, so there is no issue.

  • It doesn't use that amount of memory for me. The editor with that capx only takes up 150 Mb on my machine according to the task manager. My system was new in 2007. The editor only takes 74 Mb with a blank capx.

    r227 32bit

    Windows Vista sp2 32bit

    cpu: amd turion 64 x2, 1.9 ghz

    graphics: ati radeon x1200

    4 Gb shared memory