99Instances2Go's Forum Posts

  • eli0s

    I just used (as you did) that many sprites (aka layers) to showcase the point. Most only need a foreground layer, a middle layer and a background layer. It is a flawless 'trick', with no overhead in events. In stead of fiddling with the parallax X&Y. And then complain that something that is wrong in the base dont work as expected.

    Your Showcase is just plain beautiful !

  • It is a different approach, but cant approach without info. It is an illusion to expect general solutions.

  • The problem is simple to solve: Do Not Use parallax X/Y 2 create depth. It just does not even work that way in the real world.

    Therefor, it is inessential to ask for something like a "...Parallax Origin point...", because it will not solve your problems.

    This is real depth:

    https://www.dropbox.com/s/kvcg1oyidjlp8 ... .capx?dl=0

    (sorry to bump a bumped old topic)

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  • Are there move restrictions (obstacles.. etc) in play ?

  • How do exactly do you move it ?

  • See if this makes sense to you.

    https://www.dropbox.com/s/msh0wzxsa3r7h ... .capx?dl=0

    Added a debug view (debug sheet), i needed to see whats happening.

    Fixed the map mouse. (map mouse sheet)

    Made a strict Die/Mirror/create routine (iso miror sheet)

  • Explination

    map_enemy.health <= 0 Pick ALL map_enemy with a health lower then zero

    For each "map_enemy" Since two can die at the same time. There can be more map_enemy picked. Got to run trough all picked map_enemy's. For each does that job one by one.

    "iso_enemy" ... compare instance variabe ... iso_enemy.id = map_enemy.id Lets now add the iso version to the picklist

    ---- (action): "map_enemy" destroy Actions work on the picked objects only. And we have now picked dead enemys 1 by 1 and their iso versions

    --------------- "iso_enemy" destroy

    Once you get the hang on picking. Live is easy. I promise. : )

  • I did it like this:

    --(condition) For each "map_enemy" & map_enemy.health <= 0

    ---- (action): "map_enemy" destroy

    ____-- (subevent) For each "iso_enemy" & iso_enemy.id = map_enemy.id

    ____---- (action) "iso_enemy" destroy

    When I understand correctly you wanted me to put the "Pick by comparison" in the place of map_enemy.health <= 0 right? I think this is the same though.

    Nope.

    The problem happens on the moment that the enemy is losing health.

    As i said i gambled, you dont give that much info.

    I suppose it is with bullets, and you use 'on overlap'.

    Bullet is overlapping map_enemy

    For each map_enemy

    ...................... do your health thing

    I should have known that they do not directly get destroyed. Now, this is all it needs.

    But to be save (not sorry) you better keep the for each when destroying. After all it is possible that two enemy's go dead at the same time.

    Then the follow up is

    map_enemy.health <= 0

    For each "map_enemy"

    "iso_enemy" ... compare instance variabe ... iso_enemy.id = map_enemy.id

    ---- (action): "map_enemy" destroy

    --------------- "iso_enemy" destroy

  • General illustration of the problem that you created:

    https://www.dropbox.com/s/4eju1pbtlzrir ... .capx?dl=0

    Adjustment that i suggested:

    https://www.dropbox.com/s/5wl3o5nbpe3a8 ... .capx?dl=0

  • I've now replaced every "Pick" Condition with a "For each" loop as 99Instances2Go suggested!

    I did ?

    No.

    I suggested to run trough all picked objects with a 'for each'.

  • Funny !

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  • Then you would have a 'on obstacle map ready' condition, as you have for all the other stuff that is not necessarily ready to use in the next tick.

    The things that Asley does are very consequent, i have found.

    Complex maps just drop fps.

    I have also no idea how one can deal with both actors beeing asynchronous, path finding and generating the map. Behind the scenes of C2. Lucky that i am not a programmer.

  • On variable changed trigger

    On variable changed - Trigger whenever the chosen variable changes value.

    Triggers. Hope you can explain that to beginners (and to me). Triggers are tricky when displaced in time, order or depth.

    What you propose is worse, it is a beast that has to be caged behind several doors, behind so many exceptions ... that it cant be used.

    Say, i do this.

    Global variable 'a'

    Instance variable 'b'

    On variable changed 'a'

    ...... set Instance variable 'b' to random(0,101)

    On variable changed 'b'

    ...... set global variable 'a' to random(b,a)

    On object clicked

    ...... add 1 to Instance variable 'b'