R0J0hound's Recent Forum Activity

  • The following should work. You just keep track of the previous two numbers and do a bit of a trick to ensure only a number not used the previous two times is used. The start of layout stuff is to initialize it with two different random numbers.

    Global number rand=0

    Global number prev1=0

    Global number prev2=0

    Start of layout

    --- set rand to int(random(4))+1

    --- set prev1 to (rand-1)%4+1

    On key pressed

    --- set prev2 to prev1

    --- set prev1 to rand

    --- set rand to int(random(4-2))+1

    ------ compare rand >= prev1

    --------- add 1 to rand

    ------compare rand>=prev2

    --------- add 1 to rand

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  • You could set the acceleration and deceleration to zero when overlapping the ice. Then set it back to higher values when not on the ice.

  • You can actually do it in the same way with event as you can with code. I've done it a few times. The last one was here:

    r0j0-s-experiments_p955579?#p955579

    Most of it was syntax error checking though.

    Basically it grabs a token at a time from the string while skipping over spaces. regex could have been used to assist with that but I opted not to use it. After that it gives me a list of tokens which i then feed into this:

    https://en.wikipedia.org/wiki/Shunting-yard_algorithm

    Which converts it to reverse polish notation, while preserving the order of operations. Then it becomes simple to eval from left to right. I didn't get around to implementing variables here, but it was on paper.

    The main drawback is it can be a lot of events.

    Magistross' suggestion would be by far the simplest. Although you wouldn't have control over what js code was run.

  • You have a few options.

    One could be to use catmull-rom splines to do the curve:

    http://www.scirra.com/forum/follow-path ... page1.html

    Use this behavior:

    viewtopic.php?t=67833&start=0

    Also could use the qarp() and cupic() expressions:

    about-the-new-interpolations_p787879?#p787879

  • Just a side note you can safely remove the second execute javascript action, it does nothing.

    I have no solution for that nw.js issue. It's not anything we're doing wrong, it's probably just a problem with the library.

  • navel35

    Only version 6.1.1 will probably be used for the lifetime of this plugin. To use version 7, I would have to port it to Javascript myself, but I don't have the time for that. The only additional feature it would have is rounded shapes, but it's not essential.

  • Ok, I'm lost now.

    All this talk about JavaScript is irrelevant since events aren't JavaScript.

    Re-reading the op is the question why only one object is created with those events?

    The system actions are only done once so you would have to add a for each to create an object for each of another one that meets that condition. Now if you used a sprite action instead it would automatically be done for all the picked instances of that sprite.

  • Functions are only run when you call them, and when they are they are run as if they were inserted in place of the call minus any picking.

    Creating objects does create the object right there and picks it, but you can't pick it as normal elsewhere until the next toplevel event. Here's some info on that to help explain what occurs:

  • johnsrd01

    Try this one:

  • Well 64 bit floating point numbers only keep track of 15-17 significant digits, so that would explain one part of it.

    To get around it you could use two variable with say 10 digits a peace. Then when the second half is at 11 digits, remove the first digit and add one to the second half. Or something like that.

  • I thought he meant objects positioned around the ball, but I may be wrong.

    Anyway's here's an example of the first idea i had:

    https://www.dropbox.com/s/1btz21f1ny84g ... .capx?dl=0

    It's good enough for the bullet behavior because the bullet behavior doesn't have perfect bounces either.

    More precise stuff here, if you're ambitious.

    viewtopic.php?f=148&t=91829&p=718888&hilit=SAT#p718888

  • Phealin

    The .TileAt(x,y) expression should give you the ID. Just look at it before you erase the tile.