7Soul's Forum Posts

  • Yeah, kinda works, but shouldn't it take into consideration the origin point? I mean, it flips the tile, but then it will be X pixels off. (my map got all messed up now)

    ex:

    A tile is at 16,16, it is 8x8 and it's mirrored

    In C2 it will be drawn at 8,16 with it's origin on 16,16

  • You can press X to mirror and Y to flip. Then TMXImporter has the expressions TMXImporter.IsFlipped and TMXImporter.IsMirrored which I don't know how to use

  • How do I set objects to flip or mirror? I have them mirrored in Tiled, but TMXImporter don't mirror them. I tried some ways to do this but the plugin just have too many actions and expressions...

  • The recently added Sprite Font plugin seems like something in the ways of what I have in mind. It slices an image into tiles that you can use. This would be a good base for a Tile object

  • int(number) will give you the integer part (3.33 becomes 3)

    number - int(number) will give you the decimal part (3.33 becomes 0.33)

  • I still think C2 needs a better way to handle tileset maps. Yes you have 32x32 (1024) sprites on screen, but there could be an object with better performance than a sprite for that task. Maybe something like a Background object with animations.

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  • Yeah, C2 always check all instances and pick only the ones that met the condition.

    Btw, on this forum, type "@my name" (eg: 7Soul) so I get a notification that you replied to me

  • Add an instance variable to the bullet called "parentUID"

    When the enemy shoot a bullet, set "parentUID" to the enemy's UID

    Then on the 'bullet collides with player' event, add "pick enemy by bullet.parentUID" and this will pick the one enemy that shot the bullet.

    Edit: got double ninja'ed :P

  • You are using the free version, right? Then you can't use families, which would be the easiest way...

    The only other way of doing this is making your event an 'or' block, so you'll have:

    Bullet collides with A

    or

    Bullet collides with B

    or

    Bullet collides with C

    -> Destroy

    (to make an 'or' block, right click the event and select "Make 'Or' Block"

    And you can make it a sub-event of a blank event, just so you can hide it and it doesn't look like a mess

  • When I started working on this game, I quickly noticed the Turret behavior wouldn't be enough, because it can only target the nearest enemy or the first in range, among other things.

    I started working on a custom turret system, based on events. But there were some problems, because I was having trouble with the turrets picking enemies correctly.

    Because of that I asked on the forums that they added something from CC that we didn't have in C2, which is picking objects by higher/lower variable, and pick by evaluate:

    <img src="http://i.imgur.com/wAL50am.png" border="0" />

    To my surprise that was added right in the next beta version (big cheers to scirra!) And worked perfectly with what I had in mind

    ---

    One of my goals with this game is to add more strategy to a TD.

    A way I hope to achieve that, is to give more control to the player to target specific types of enemies with special towers.

    So I got the most basic targeting options, like "nearest to base", "higher hp", "lowest hp" and "random". And some which are more specific, such as "Enemies on/not on fire", "Fast/Slow enemies", etc, which are more useful against enemies with specific weaknesses

    <img src="http://i.imgur.com/1wDhMJi.png" border="0" />

  • <center><font size="5">Outcry</font></center>

    Outcry was a tower defense I was making on Construct Classic. I'm now taking the project to C2.

    Here I'll be posting all kinds of things about its development

    The old Outcry:

    http://www.scirra.com/forum/topic42469.html

    <img src="http://i.imgur.com/h0a9Q4f.png" border="0">

  • Ashley

    I see... thx for the response

  • (click for full size)

  • Re-requesting this

  • Make a variable called "clickDelay", and then add an event like this:

    "clickDelay" > 0

    -> Subtract 1 from "clickDelay"

    Now add an action to both those events you have:

    -> Set "clickDelay" to 6

    And a condition to both your events:

    "clickDelay" <= 0

    Now you will never fire click events twice by accident, it will have a 1/10 of a second of time between clicks