LittleStain's Recent Forum Activity

  • If you can break down "glider-physics" into what you want to happen under what circumstances, you can create the conditions and the actions..

  • I've already looked and there aren't an expression to get the tile's Y

    Did you look in the manual?

    Tile positions

    When using tiles in the object's conditions, actions and expressions, positions are generally given in tiles instead of layout co-ordinates. You can convert between tile positions and layout co-ordinates using the PositionToTileX/Y and TileToPositionX/Y expressions.

  • Yeah, you are absolutely right, but why would you want a pixel in the middle?

    The center of your 3*3 sprite would be 1.5 , 1.5

    If you would use 2 , 2 the center would be off, because it would be on the bottom-right of the middle sprite..

    The origin is a coordinate, not a pixel..

  • I guess you could set the football to selected on collision or based on distance and add actions to make it stay close to the player when selected..

    Then on kicked set selected to false and make it move the way you'd like..

  • All behaviours work different..

    Choosing the right one is up to the person creating the game..

    Hitches isn't the right word, possibilities and limitations..

    In my opinion people use the physics-object in many cases it isn't completely nescessary and often run into issues trying to make it play nice with other behaviours and/or using to much processing power for things that could simply be coded..

  • Clicking on the empty spots in a tilemap doesn't result in the object under the tilemap getting a click.

    This looks really interesting! I guess everything above the current layer is invisible, and everything below has it's scale and parallax altered depending on how deep it is. I don't imagine having any serious resource issues with less than half a dozen layers, but you will have to build it and find out. I look forward to your progress!

    Strange, for it does when I test it..

    The tilemap itself also registers the click, but that shouldn't be an issue..

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yeah, I was aware of the memory issue with using too many graphics. The thing about tile-maps is that you can't really click through the alpha spaces. :V

    Click through alpha spaces?

    What do you mean?

  • Like I said, there is no difference in the conditions between events 3,4,5 and 6..

    So if one of them is true all are true and all actions will be executed from top to bottom..

    also you are not specifying which instances you are talking about in the events..

    Your events and actions are very different from the events in the tutorial and all that makes them work, you seem to have left out..

    When changing events, please make sure you understand what you are doing and make sure there is no way C2 can't understand what you mean..

  • Mixing physics-behaviour with any other behaviour is not wise..

    If I understood what you mean with: " I have no idea for the player with the ball does not get lost"

    I might be able to help..

    For now I think you should either make the players have physics behaviour also or change the balls behaviour to bullet and play around with the settings untill it works like you want..

  • I gues this one does what you intend to do:

    https://dl.dropboxusercontent.com/u/485 ... ouble.capx

    BTW blackhornet capx works, because of setting the state to waiting, it does not have the issues of repeating the action everytime

  • system trigger once while true..?

  • You need to check which angle?

    Sprite.Angle or Sprite.Bullet.AngleOfMotion?

LittleStain's avatar

LittleStain

Member since 26 Apr, 2011

Twitter
LittleStain has 4 followers

Trophy Case

  • 15-Year Club
  • Email Verified

Progress

16/44
How to earn trophies