3rdclover's Forum Posts

  • Thanks for the help!

    I'm pretty sure this is gonna be super useful somewhere along the line.

    I did, however, find out that was overcomplicating thing. I ended up not needed an array for

    this particular part.

    I ended up creating a variable with the first Y coordinate, followed by a repeat event that adds

    the height of the instance which picks a random instance and places it on that Y coordinate.

    Thanks again, guys!

    Cheers

  • I tried your solution with a permutation table but didn't really work for me.

    I did, however, had more success following this tutorial. Instead of using the width of the array as a measure, I made the variable choose between each value (Y coordinates) in that row.

    The only issue is that the some parts are being shuffled on top of each other because, some of their, are being fed the same number (Y coordinate).

    Is there a way for me to avoid this happening? Like with a variable that keeps checking if the number has been repeated?

    Thanks again.

  • Thank you!

    The second option is close to what I did previously.

    Could you demonstrate on an event sheet?

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  • Hi Everyone!

    I'm creating a puzzle in which you pick and drag pieces to re-arrange them into their right spot. In this case, is in a shape of a sliced up fish like so...

    All slices start in the same place but, I want to shuffle their position at the start of layout.

    I managed to use an array to set up the position of each slice but I couldn't find a way to shuffle the existing - and necessary - values within the array.

    What's the best approach for this?

    Thanks in advance.

    It Woiks!

    Thanks for the help guys!

    Cheers

    Hmm so it's a recurring thing...

    I'm gonna follow the topic you sent me in case something works out.

    Thank you

    Hi everybody,

    I am once again seeking the wisdom of those more experienced than me. I'm creating a very simple app to help me with board games but I'm struggling to export it the same way I used to export other apk in the past.

    I'm currently using a payed version of Construct 3 and I'm trying to export a debug apk but I'm getting the following error log:

    Error: Failed to fetch platform cordova-androidjdt@9.0.0

    Probably this is either a connection problem, or platform spec is incorrect.

    Check your connection and platform ~~/URL.

    Error: npm: Command failed with exit code null

    No platforms added to this project. Please use `cordova platform add <platform>`."

    What should I do about this issue?

    Thank you so much in advance

    Best

  • Much appreciated WackyToaster! I've manage to come up with another solution but I'll keep your idea in mind. Thanks for the help :)

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  • Hi.

    I need some help with instance variables.

    I'm trying to move a cursor to select objects based on their instance variable. With each tap gesture, the cursor would position itself on each object by the variable order.

    Right now the cursor is positioning itself on each object but based on their UID. What would be the best way to work this out?

    I'm adding an image example to clarify.

    Thanks in advance

    Cheers

  • You are doing something wrong, probably picking wrong set of enemy instances.

    If you change your code to something like this:

    Enemy is overlapping DetectionSprite -> Enemy set speed to 100

    else -> Enemy set speed to 10

    then only enemies overlapping DetectionSprite will get speed increase.

    You can do the same without the sprite. For example:

    > System: Every 1 seconds
    System: For each Enemy
        System: Compare two values: distance(Enemy.x, Enemy.y, Player.x, Player.y)<200 -> Enemy set speed to 100
        Else -> Enemy set speed to 10
    [/code:8x3cngo0]
    

    Thanks a lot for the help!

    I just went with the second option and removed the detection sprites.

    Cheers

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  • Hi, Everyone.

    This has probably been explained several times before but, since I'm a bit of a noob and can't find the right technical term, I just gonna drop this here.

    I'm making a game prototype similar to Diablo and, right now, I have an circular object attached to the player object that, on overlapping with an enemy object, the enemy will start pursuit.

    My problem is, on detection, all the enemies on the scene start pursuit. I tried using "Pick Nearest" but I can't seem to make it work since I'm probably doing something wrong.

    What's the best way for the pursuit action affect only the enemy object overlapped by the circular object?

    Many thanks

    3rdclover

  • OK so... I placed a temporary sprite at the beginning of the ramp that, if the player holds down the UP Key while overlapping it, it will make the platform solid and, therefore, make the player go up the hill.

    If the player comes down from the hill and collides with this sprite, it disables the solid state of the said platform and the player can continue down the lower path.

    These changes can be noticed with a change of color on the temporary sprite.

    This seems to work perfectly at a singular level. The problem now is finding out a way to turn this into something global, avoiding using 4 events for every climb.

    Here's a link for the capx:

    copy.com/G24PUcVarsEqUATR

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  • When using the 'Solid' behaviour on your hills, you could try, with events, when a key is pressed, the solid state will be Disabled. When the key is pressed again, the state can be Enabled.

    The problem with that is, once you release the button, the player gets stuck on that current height and just moves through the middle of the object. It's wierd...

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  • Hello, Everyone.

    Once again I need the help of the community...

    I've been struggling with a problem on my side scrolling platformer that involves giving the player the option of choosing two paths. Either go up or continue down.

    Here's a screen capture exemplifying what i'm trying to accomplish.

    I tried to create variables that will determine the solid state of the floor objects in a way that, by pressing a key or any other event, the solid state of the upper path will activate, enabling the player to move upwards, while leaving the lower one inaccessible. The problem with this solution was finding a way to return the solid state of the upper platform to "disabled" in order to let the player access the bottom path.

    What is the most efficient way for me to accomplish this mechanic?

    Thank you all in advance

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  • It worked perfectly!

    Thanks, LittleStain

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