R0J0hound's Recent Forum Activity

  • One way is to add a family that only has that object type and then use that to pick two separate instances.

    Another way is to pick one of the instances, save the x and y to variables, and then pick the other and do the calculation.

  • Have you looked at the examples? There is an example of a platform movement.

    You can use the iso "move by offset" action to move the ball, and the "iso overlaps" condition with the "push out" action to make it stop at walls.

    Up and down motion can be done like in iso_test3b.capx, events 11 to 13.

    You basically just need a vertical velocity (or as in the capx a z velocity "vz").

    The motion is simple:

    Every tick:

    --- subtract gravity*dt from vz

    --- iso move by offset (0,0, self.vz*dt)

    iso overlaps by offset(0,0,0)

    --- iso push out

    --- set vz to 0

  • balsh

    The easiest solution is to have a layer with a top view of the iso blocks and pathfind around that.

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

    It's just a matter of setting the position from the isometric position or vice versa.

  • The easiest way to do it would be to create a family and put only the player sprites in it. That way you can pick two seperate instances independently. A side annoyance is you won't be able to access the instance variables from the family unless you recreate them as family variables, change over the events and remove the old ones.

    So for example if you called the family "other" then your events could look like this:

    Fighter: control = -1

    Other: control = 0

    Fighter: X < other.x

    --- fighter: simulate left pressed

    Another way to do it without a family would be to pick one fighter, save it's values to variables then pick the other fighters and compare with the variables. It's doable but is tedious.

  • delgado

    The behavior only does sorting when the game is run. For it to sort correctly the isometric size and z of the blocks need to be set correctly. If the blocks overlap in isometric space the sorting won't work right.

  • It looks like you need an action to set the audio volume from the variable. Volume is in decibels so you could convert a value 0-100 to decibels with this:

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  • This could help:

  • Do a forum search for it. There have been a few discussions about it, a plugin to help with that type of game, and even a few examples here and there.

  • If you're using the wrapping behavior, then you'll want to do it with events for better accuracy.

    Maybe these will help:

  • I was searching around and didn't you ask this before in a way?

    Anyway can't this problem be simplified further?

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

    Use a family to be able to pick two different instances and then just compare the distances between the two and then move them apart with the "move at angle" action if they're too close?