R0J0hound's Recent Forum Activity

  • He means to remove all the third party addons at least temporarily. C2 should run without the error at that point.

    Something you could try is remove different third party addons by trial and error until the error goes away. At that point you'll have narrowed down which plugin is causing the error.

    To fix it look in that plugin's edittime.js and look for lines that start with:

    AddExpression( ...

    The first number after that is an id, if any of those lines have the same Id one needs to be changed.

    Anyway that's all a bit tedious. Tomorrow I'll see if I can make something up to scan all your plugins and just tell you which is broke.

  • Ah, so I was wrong about the type of right angle.

    so the ball only ever goes 0, 90, 180 or 270 degrees?

    You can just brute force it and make an event for each case. Here's one example:

    Ball on collision with circle

    Ball.angle = 0

    Ball.y < circle.y

    --- ball set angle to 270

    Just make seven more like that for every posibility. It could then be simplified using sub-events and else's.

  • Glad it works for you.

  • This is usually caused when making plugins, every plugin needs a unique id for each of it's ace's in edittime.js.

    Have you made/modified any plugins? Installed any plugins lately?

  • The browser object has that condition. Also I think the wall clock idea is better than letting the game run in the background. If you get the DateTime plugin you can extend the idea to getting money when the game is closed.

    Anyways here's a simple example of an idle game:

    Global number money=0

    Global number moneyPerSec=10

    Global number suspendTime=0

    Every 1.0 seconds

    --- add moneyPerSec to money

    On suspend

    --- set suspendTime to wallClockTime

    On resume

    --- add (wallClockTime-suspendTime)*moneyPerSec to money

  • It's under "system" when adding a condition. The two relevant ones are:

    "Compare" and "pick by comparison". The first one doesn't do any object picking.

  • The math was visual initially too. Although I only roughly recall how I derived it.

  • "-1" just means there is no tile there. Your capx referenced tilemap instead of tile in the event which is a simple mistake. Anyways here's a working example. Instead of creating a bunch of tile sprites it just moves around one to do the detection. The advantage is it eliminated a few events.

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

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  • While 90 is a "right angle", in this situation right angle means the correct angle. LittleStain's example visualizes it perfectly but you can simplify it to just this:

    projectile: on collision with target:

    --- projectile: set angle of motion to 2*(angle(Self.X,self.Y,target.X,target.Y)+90)-Self.Bullet.AngleOfMotion

  • According to Ashley it's a limit done by the browsers themselves:

  • I'm guessing it's because it's not a public link from your dropbox. If you log out of dropbox, you probably won't see them either. You should be able to "copy public link" for your files.

  • Event #2 creates all the Sprites in a rectangle and event #3 removes the sprites not overlapping. So to actually make it delete tiles you need a new event below all that:

    Mouse button is down

    for each tile

    --- tilemap: erase tile at (self.positionToTileX(tile.x), self.positionToTileY(tile.y))

    To make it only happen when you need it, put all the events in a group and disable/enable it as needed.