dop2000's Forum Posts

  • Family is often the easiest way to work with two different instances of the same object in one event. However, since you need to copy instance variables, this means that you'll have to define those variables on the family level.

    If you don't want to do this, then you'll have to use a bunch of temporary local variables..

  • Dop2000, a different poster totally, they are not his capx files

    Oops, my apologies! This whole topic is quite confusing.

  • I thought you don't want to use collision checks? "Is Overlapping" condition in your first capx still uses them. And those events #2 and #6 from the second capx make absolutely no sense.

    If you don't want to use "On collision" or "Is overlapping" events, you can use "Pick nearest enemy to player", and/or compare distance between player and enemy and pick enemy instance within some short distance.

    Keyboard on Space pressed
     Enemy pick nearest to player.x, player.y
     distance(enemy.x, enemy.y, player.x, player.y)<20 : enemy destroy
    

    Still don't understand your problem, as in both your capx only one enemy instance is destroyed at a time.

  • You need to post your capx or at least a screenshot of your event sheet.

  • I don't know why it doesn't work for you.

    Try this demo:

    dropbox.com/s/fytd9r6f0x4l5jo/DragWithPadding.c3p

  • Yes, I meant "On drop".

    To add an image into post, use img tag, for example:

    [img=1234]

    It would be much easier to help if you could share your code or your project file.

  • Here is how I did it in my game:

    Paddle width is about 200px, origin point in its center.

    Ball has Bullet behavior, paddle doesn't have Solid behavior.

    Result looks something like this:

    Red line is the normal ball path (as when using "Bounce off solids").

    Blue line is the reflection if you use the formula from that youtube tutorial, which is not very realistic.

    Yellow line is the reflection in my game.

  • I prefer making a separate (invisible) draggable sprite.

    Say, you want to drag a small ball. Add another sprite DragBox, you can make it bigger than the ball, add Drag&Drop behavior to it. Add these events:

    DragBox is dragging -> Ball set position to (clamp(DragBox.x, ViewportLeft,ViewportRight), clamp(DragBox.y, ViewportTop,ViewportBottom))

    DragBox on Drag end -> DragBox set position to (Ball.X, Ball.Y)

    You can change clamp() parameters to limit dragging to some small area of the screen.

  • I think just "name.ext" should work. You can also try "/name.ext"

    Check that the exported file name is also in small letters (not "Name.EXT" for example)

  • You can check some things (screen size, resolution, fullscreen) using Browser plugin.

  • Since cars are moving in one line, you can simply check Y instead of using "overlapping at offset". So you can do something like this to maintain 100px distance between cars:

    For each Cars1
    
     Cars2 compare Y<(Cars1.Y)
     Cars2 compare Y>(Cars1.Y-100) : Cars1 slow down
    
     Cars1 Compare Y<50 
     Cars2 compare Y>(LayoutHeight-50) : Cars1 slow down
    
  • Use Touch.X(layer) and Touch.Y(layer) to get touch coordinates on layer with different parallax. In your case Touch.X(0) and Touch.Y(0)

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  • You can simply disable Bullet behavior for player's car. You can also exclude it from the "For each" loop using some condition, for example "Cars1 UID not equal <player's car UID>".

    Anyway, I made a little demo, maybe it'll help.

    dropbox.com/s/qnkaoezzbwp203g/CarsDemo.capx

  • You need to add all car sprites, including PlayerCar, to a family. Actually, you need two identical families - Cars1 and Cars2.

    This will allow you to optimize your code:

    For each Cars1
     Cars1 is overlapping Cars2 at offset (0,-50) -> Cars1 set Bullet disable
     Else Cars1 set Bullet enabled
    
  • Must be an error in the addon - it probably hits an infinite loop.

    It works fine when you drag, move and drop the player sprite very quickly and points are far away from each other. But if you move it slowly and the distance between points is small, it freezes.

    So I guess you need to filter the path - remove unnecessary points.

    Here is a quick fix:

    dropbox.com/s/hvp8jmej1dd9f5i/test_spline.capx