dop2000's Forum Posts

  • "System compare two values" doesn't pick any instances, so you can't use it like that.

    You need to change it to "Sprite is animation playing".

  • Bison This has been discussed many times, see these posts:

    construct3.ideas.aha.io/ideas/C3-I-440

    construct3.ideas.aha.io/ideas/C3-I-41

    construct3.ideas.aha.io/ideas/C3-I-574

    Unfortunately, Ashley is convinced that MoveTo functionality can be replaced with Pathfinding and Tween and therefore a separate plugin is not needed.

  • Favorite event - "For Each"

    Favorite action - "Move at angle"

    .

    Most hated - "Trigger once". It always amazes me how much chaos and mess can this little condition cause, when used incorrectly :)

    .

    Also, just now I discovered an action that in 3+ years of using Construct I've never noticed before - "Recreate initial objects". Whaaat?!

  • You can make the walls solid and add Bullet and Drag&drop behavior to the ball.

    By default bullet is disabled. In "Ball Is dragging" event save Touch.SpeedAt(0) and Touch.AngleAt(0) in a pair of variables (tSpeed and tAngle for example). In "Ball On drop" event enable Bullet for this ball, set bullet speed to tSpeed, and bullet angle of motion to tAngle.

  • oosyrag Yeah, I thought about that, but I tested the same events in the same order and the Timer worked as expected for me.

  • Patrolling with pathfinding:

    dropbox.com/s/nglwbuzmdjpd7os/PatrollingEnemy2.capx

  • The same code works fine for me. Are there multiple instances of Disparo sprite? Or maybe it gets destroyed while the timer is running. Or some other events are interfering. If this doesn't help, consider posting your project file.

  • Give a name to the timer, don't leave it empty "".

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  • You should try removing all external plugins from the project before posting it here. Or post a screenshot of the code.

  • EDIT: one important note is that, obviously, if the patrol is turning 5 degrees (or -5 degrees) per tick, then you have to make sure the angle of the trigger is a multiple of 5 - otherwise the angle of the patrol will never match up with the angle of the trigger and it will just spin around on the trigger forever...

    I suggest using "Rotate towards" action, it will rotate the sprite correctly. Say, if the difference between angles is 3 degrees, "Rotate 10 degrees towards angle" will rotate the sprite by only 3 degrees.

    Another way to do this is with Pathfinding behavior - for each enemy find path to the next patrol point. Pathfinding will take care of sprite rotation, acceleration/deceleration etc.

  • Probably the easiest solution would be to remove that "Set angle" action and add another event:

    On every tick: Enemies rotate 5 degrees towards Enemies.Bullet.AngleOfMotion
    

    In Russian: "На каждый тик: Enemies повернуть на 5 градусов к Enemies.Пуля.УголДвижения", что-то в этом роде :)

  • Another option is to do this with a couple of variables.

    Mouse On sprite clicked
    ....Set variable lastClick to time
    ....Set variable clickedUID to Sprite.UID
    
    Mouse On left button released
    Mouse Cursor is over Sprite
    Sprite pick by unique ID = clickedUID
    Compare variable lastClick<(time-1)
    ....Sprite destroy
    
  • Is this is a top-down game? What behavior are you using for the character and NPC movement? With Bullet, you can use "Bounce off car" action instead of making the car solid. With other behaviors it may be trickier. One option is to temporary disable collisions for the character for the duration of the jump.

    Also, instead of that bunch of "Set scale" and "Wait" actions I recommend using Sine or LiteTween behavior. It will look much nicer and you can use LiteTween's events like "On tween end" to detect when the jump has ended.

  • What you described should work, maybe you did something wrong. See this example:

    dropbox.com/s/b7k3gbkzdf08bnk/RotateDemo2.capx