99Instances2Go's Forum Posts

  • Magistross

    Ty so much for updating.

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  • Text is fading in my example, including the form elements (using CSS).

    Use your better friend Google to search for "scirra form elements".

    And look up the manual according textboxes https://www.scirra.com/manual/117/textbox

    Im so sorry that my example did not exactly cover your needs, but it clearly answered your question preceding my example. Not that i care anymore, dude.

  • DiegoM

    Why is SPACE + dragging mouse not working in the Tile Window ?

  • Adding ...

    See it like this.

    Deceleration = how many pixels / second it will slow down. 100 = in 1 second period it will subtract 100 pixels from the speed, with a min of zero.

    Acceleration = how many pixels / second it will speed up. 100 = in 1 second period it will add 100 pixels to the speed, with a max of the max speed.

    Situation 1/ Using the simulate controls, including 'stop'.

    (key is down) Simulate > Acceleration kicks in (until max speed reached) .... (key released) Stop simulating > Deceleration kicks in.

    The vectors are managed by the system.

    Situation 2/ Setting the vectors yourself.

    Acceleration is skipped. Deceleration kicks immediately in. (because there is no ongoing force no more)

    So, i think you better keep the Deceleration constant, set in the properties.

    Alter the (vector)speeds to your needs.

  • 1/ if you set the deceleration to zero ... there is nothing that stops it ... it keeps going ..

    (you do that also with the players shadow in event 55, i did't check further, also in that event ... facing is incorrect .. had to temper that event first to see whats happening with the foe's shadow)

    2/ in event 9 you did't pick the correct foe's shadow, there is always a foe with alt = zero

    3/ in event 9 .. an 'else' (else runs when the parent event did not run) ... an 'else' that is supposed to make another picklist .. MUST pick ....

    So, this 'else' should be ....

    Else

    Alt =not zero <----- picks the others

    ___________ actions

    4/ because you got to pick the right one, and that is key, i moved things to the collision event.

    5/ I dont think that is exactly what you want, but it should have you going again. Mind the picking ! Keep in mind that the first condition (in a root event) picks from scratch and the follow sub/conditions only refine that picklist.

    https://www.dropbox.com/s/1jgjvvbqfjozf ... .capx?dl=0

    If this are your first steps in C2, i applaud you. Really. I would not have come this far at all.

    Just ask if you have questions.

    6/ user browser object to debug (open up the console in chrome to see it working)

  • So, lets see if i can do this myself.

    Given those rules (not necessarily your rules)

    There are different amounts of damage (since you use an instance variable on the laser, that is safe to assume)

    The dragons suffer damage every second during a hit with a laser.

    The dragons suffer damage for a duration 10 seconds and that with intervals of 1 second after the hit. (delayed damage)

    Previous delayed damages keep counting on, and adding up to the total damage done.

    https://www.dropbox.com/s/07q5lc55sqfnv ... .capx?dl=0

  • Scenario 1:

    Laser can only have 1 instance and, is 2 seconds on screen, and not fired for the next 10 seconds.

    First second ...

    Laser is present.

    Overlap is happening.

    Dot is true

    Subtraction happens.

    Second second ....

    Laser is present.

    Overlap is happening.

    Dot is true

    Subtraction happens.

    Third second ....

    Laser is NOT present.

    Overlap is NOT happening.

    Dot is STILL true

    Subtraction happens. BUT there is no laser. So the instance variable dmg for laser does not exist. Zero gets subtracted.

    And so on ....

    Scenario 2:

    Laser is fired at a dragon for less then a second.

    Laser is gone b4 every second (1) can run.

    Scenario3:

    Laser is fired in 2 bursts at the same dragon.

    System is reset at the second burst. The first damage cycle is never completed.

  • You should have scrollbars. (i do)

    But i do agree that ....

    CTRL + mouse wheel could zoom in tilemap window.

    SPACE + dragging mouse MUST drag (also) the tilemap window.

  • Should share your project.

    One thing is see is that the 'On "hitarea" collision with "shadow"' will mostly not trigger.

    When you create the area, it is probably and mostly already overlapping one of the shadows.

    Then there will no collision happen.

    (i dont know if they are instances)

    All the rest depends on your setup and the events.

  • Share your project.

  • There is not much to say about UID. It just a unique number assigned by the system to every instance of an object.

    It has only a few ACE's. ACE stands for Action, Condition, Expression.

    Conditions:

    System > Object UID exist <---- see if there is an object with that UID

    Object > Pick by unique ID <-- Pick the instance matching an UID.

    Actions

    None

    Expressions

    Object.UID <----- returns UID of that object. Use it where ever you can type as a variable.

    And that is all there is to say.

    Now that is out of the way, i have some question for you.

    Use a function when you want to use the same block of code without duplicating it (less events) or when you want to pick from scratch. So ......

    Why use a function, when as a result there are more events ?

    Why use 'on creation' ? When the only result is more event ?

    Why duplicate Event 5 into Event 6 ? This would be an good excuse to use a function, eventually.

    Why apply those actions on Sine for EACH object for EACH tick ?

    Why change properties that are easier to set (and change later on) in the properties pane ?

    Why try to include that 1 sprite created in the layout and all the weird tricks that go with it ? Just destroy it.

    If you keep going this way, you end up with ...

    (1) to many not-debug-gable events ... &

    (2) a performance of close to zero because to many objects are forced to do something every tick.

    https://www.dropbox.com/s/c2mxttsyp6i9d ... .capx?dl=0

    Edit: I see that tarek2 reacted in his helpful, lovely way while i was writing this, i have nothing to add, but i post this aywayz

  • Is this what you want to do ?

    https://www.dropbox.com/s/pdkz7yrfgtc3t ... .capx?dl=0

  • The auto generate the tiles, use Bitmasking.

    Here very well explained:

    https://gamedevelopment.tutsplus.com/tu ... -cms-25673

    Here are 2 examples in C2 script:

    quot-auto-tile-quot-help_t186871?&hilit=tile

    Here is a simple tutorial explaining the basics.

    https://www.scirra.com/tutorials/746/au ... ise-method

    Its true, that tutorial can not be generated on a layout restart. That is because of the tickcount = ? conditions.

    Ticks keep on counting.

    That tutorial is excellent in explaining how the basics work. But i dont think the result is really the way to go. It ends up with to many sprites, (my opinion) a workable model should be done with Tilemaps.

    Consider this plugin ? roguelike-plugin-c2-rot-js-interface_t118452