dop2000's Recent Forum Activity

  • Bullet or any other behavior for horizontal movement, and Tween (ping-pong, loop) for vertical.

  • Try this:

    Characters on collision with Characters
    
    ...Characters NOT hasWeapon : Characters destroy
    
    ...Characters hasWeapon : Characters set hasWeapon to false, Unpin weapon etc.
    
  • You've already picked one Unit_Knight_L instance, so For Each is not necessary there.

  • Your question is actually about picking. Pathfinding just moves to the target you pick.

    You can try this:

    System: Pick Enemy by lowest value: ((Enemy.X - Unit.X)^2 + ((Enemy.Y - Unit.Y) * weight)^2)
    

    Set weight=2, or to a higher value to ignore Y more, making X-difference more important.

  • If you want a mega-ultra-hyper-super simple and easy solution, use the Physics Behavior and this single event:

    I was skeptical, but it really works! I guess Physics collision calculations are more precise than those in Bullet behavior.

    But still, after 10 minutes or so this happened:

  • You can round the angle to 45 degrees after the collision.

    Set angle to round(((angle+360)%360)/45)*45

  • The code seems ok to me. So what happens when you run it?

    Check that the collision polygons are set correctly and that the sprites only overlap one other sprite at 80px offset.

  • cutting a long object into several parts is a bad idea. 1 object (fence) will turn into 5-6, and there can be 100 or more fences and there are still other objects.

    Can you snap them to the grid? That way, the fences in your video would take up 2 grid cells, and you'd only need to cut them into 2 pieces.

    I saw a similar project recently where they ended up cutting the objects using meshes and then combining them into a hierarchy.

  • This means that Russian speech recognition ("Voice typing" on Android) is not installed on the device. Construct uses system speech recognition.

  • ChatGPT explains it better than I could ever do :)

    Explanation:

    LayerToLayerY(...)

    Converts the Y coordinate of the OnscreenMouse sprite from its current layer to the coordinate system of the SmallScreen layer. This gives you the mouse's vertical position as if it were on the SmallScreen layer.

    unlerp(SmallScreen.BBoxTop, SmallScreen.BBoxBottom, <converted Y>)

    Calculates how far vertically the converted mouse Y-position is within the bounds of the SmallScreen sprite.

    If the mouse is at the top of the sprite, this returns ~0.

    If it's at the bottom, this returns ~1.

    If it's halfway down, this returns ~0.5.

    So the result is a normalized vertical position from 0 (top) to 1 (bottom), relative to SmallScreen.

    lerp(SmallScreen2.BBoxRight, SmallScreen2.BBoxLeft, <normalized Y>)

    Now this takes that normalized vertical position and maps it horizontally within the SmallScreen2 sprite — specifically, from its right edge (0) to its left edge (1).

    This is effectively flipping the Y-position into an X-position, which may be used for something like a sideways scrolling effect, or rotating the screen logic 90 degrees.

    Summary in Plain English:

    This expression finds how far down the mouse is on the SmallScreen sprite (top to bottom as 0 to 1), then uses that value to pick a corresponding horizontal position from right to left across the SmallScreen2 sprite.

    You could say:

    “This calculates the vertical position of the mouse relative to SmallScreen, then maps that position to a horizontal coordinate across SmallScreen2, from its right edge to its left edge.”

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  • My time zone is AEST - 10 hours ahead of UTC

  • Perhaps something to do with time zones?

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dop2000

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