dop2000's Forum Posts

  • System: Set globalVar to Sprite.instVar

  • I have 3 instance variables in the sprite "Enemy Hit Area" to store the UIDs of:

    With hierarchies you don't need to store their UIDs! Use "pick parent" and "pick children" conditions to pick other objects in the hierarchy. For example:

    Hero on collision with EnemyHitArea
    EnemyHitArea pick parent Enemy
    Enemy pick child Bomb
     : Bomb remove from parent
     : Bomb play animation "Explosion"
    
  • What minification mode do you use? Try simple minification.

  • you can try adjusting the object's scale and Y position at the same time to create the illusion of moving forward or backward in 3D space.

    But this won't actually flip the card, right? I.e. the back face of the card object will not appear at the top?

  • Apply the initial force/velocity at random(360) angle.

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  • You are right.. This should work:

  • 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.