LuckyRawat's Recent Forum Activity

  • this is my approach and it working nicely

    On function 'placeRandom' (copy picked)
    ----+ System: While
    ----+ bubble: Is on-screen
    -----> bubble: Set Y to Self.Y+1

    EDIT:

    to adjust x to fill screen

    On function 'placeRandom' (copy picked)
     | Local number xLeft‎ = 0
     | Local number xRight‎ = 0
    ----+ System: While
    ----+ bubble: Is on-screen
    -----> bubble: Set X to Self.X-1
    
    ----+ (no conditions)
    -----> bubble: Set X to Self.X+(Self.Width×1.5)
    -----> System: Set xLeft to bubble.X
    
    ----+ System: While
    ----+ bubble: Is on-screen
    -----> bubble: Set X to Self.X+1
    
    ----+ (no conditions)
    -----> bubble: Set X to Self.X - (Self.Width×2)
    -----> System: Set xRight to bubble.X
    -----> bubble: Set X to int(random(xLeft,xRight))
    
    ----+ System: While
    ----+ bubble: Is on-screen
    -----> bubble: Set Y to Self.Y+1
  • Thanks I'll try this.

  • I'm create object offscreen at bottom and then moving them to upward. either I have to create them far below but then it will take time to appear if objects are less deep Zelevation. I want to know if can create it below visible area even in zelevation.

  • I'm creating object outside layout bottom of layout ViewportBottom(0) + 200 So we cannot se it being created. then I set its z elevation to int(random(-150,0))

    but in runtime we can clearly see objects are being created. How can I fix it?

  • lucid please update plugin as its no longer supported in construct 3

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  • Ah yes, no duplicate filenames does make this a bit tricky. The good news is we're planning to lift that restriction soon when the 'Flat' folder structure mode is removed. Until then I think you might have to do something a bit more hacky - perhaps you could export to Android Studio/Xcode, then add the extra files to the app. The idea is to add the extra files outside of Construct, but in a way that still bundles them with the app.

    I hope he don't forget and we'll get this update soon.

  • How are you currently snapping the angle to 45 degrees? Are you using angleSnap = round(angle / 45) * 45 or something else?

    yes I'm snapping the angle at 45 degree with tolerance.

    For diagonal lines, are you checking if both X and Y positions are changing equally to maintain a perfect diagonal?

    for diagonal you need to check if grids(x) and grid(y) are equall (1,1).

    are you using a single line object stretched and rotated between start and end points, or a tile-based approach for each grid cell?

    I'm using 9patch, so that I can use corners round. you can use tiledBackground too.

  • I made lines little complex. if you play web preview which gemini created first. try drag and hold and try drag at different direction. then you'll notice why code is lengthy. I think almost 70% code is Horizontal, Verticle, and Diagonal lines.

  • R0J0hound here is my discussion with Gemini.

    g.co/gemini/share/31655c57dd2c

    when I reached gemini limit then i used new chat for bug fixing

    g.co/gemini/share/cf6964988b78

  • yes I looked at your example few days ago but that doesn't have that feature I'm trying to implement. in your example the line is connecting to any block at any direction non-perfect diagonal too. that's not what I needed.

    however I was able to get help from Gemini.

  • anyone??

  • my all logics are done for word search game except lines to highlight words. specially diagonal lines.

    I have created grid 10x10. touch start for first box and while is touching box calculating distance and angle. angle snap to 45 degree. my lines are not perfectly working

    I want to apply those lines similar to this game.

    myfile

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LuckyRawat

Member since 27 Aug, 2015

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