Bioniclekolacz's Forum Posts

  • I'm trying to make a game with pathfinders similar to the zombies in Boxhead http://www.crazymonkeygames.com/Boxhead-2Play-Rooms.html

    Here's the Capx: https://drive.google.com/open?id=1dxEzNaaI0Jxy4Gm35xrPyAk3T04gKjfL

    So that they are always following you, and even follow to the closest spot when they can't get to you.

    Even if that last part isn't possible, some problems I'm running into are:

    #1 that I don't want the "enemy" sprites (the one with the pathfinder behavior) to overlap eachother, but when I give them the solid behavior or add eachother as obstacles they just run into eachother and then teleport all over the place so they aren't colliding.

    #2 The enemies are not always finding very clear and apparent paths. for testing reasons I have it so that whenever I click it finds the path to the players location and moves along it, and sometimes I have to click repeatedly (click spam) for them to actually go through the path

    #3, this one isn't quite a problem because I worked around it, but when I set the obstacles from solid to custom, and on the start of layout added the Solid sprite to the obstacle map, it wouldn't work, it would go right through.

  • In my game I have an event that subtracts 0.03 from a global variable. I've done it by subtract 0.03 from variable, and add -0.03, and set variable to variable-0.03. Yet everytime it subtracts 0.0200000000000000006. The variable is at 0.33, and on the event that subtracts 0.03 from it sets the variable to 0.30000000000000004 rather than 0.3 I need it to be 0.3 because its supposed to trigger a specific event. Are there any ways to overcome this or round down to the nearest 0.01?

  • I know there is a similar subject in closed reports but the solution is not at all a solution for my problem. Sprites will constantly turn invisible in the editor until they are on or off the screen a little bit, or zoomed way in on. This is making it IMPOSSIBLE to continue making my game. [Sometimes they are even dissapearing in the actual game preview too] Im on release 239 right now, but the problem was the same with the latest construct 2 and earlier ones as well. One post said that the problem was an out of date graphics driver, but I just recently installed the best and latest driver for NVIDIA GeForce Ti 1050. As well as the integrated Intel Driver. But this is a new computer, and the same problem occurred on my last computer.

    This link is to the capx which has only one layout that shows this problem [there are others as well but this is the one that is causing me the most problems]

    drive.google.com/open

    Please help me solve this issue [preferably not by starting over, the capx may seem small but I've been working on this game for over a year]

  • Yep, that's correct if you have only levels from 0 to 9.

    If you want to store multiple values in a single string, I recommend separating them with some symbol and using tokenat() expression.

    For example:

    s="3;10;100;1"

    Set level to tokenat(s, 0, ";")

    Set checkpoint to tokenat(s, 1, ";")

    Set health to tokenat(s, 2, ";")

    Set power to tokenat(s, 3, ";")

    Sweet thank you! I had no idea about that expression, this is very useful. Thank you so much!

  • You can use text expressions find(), mid() to separate values from your string "L3C2H99P40".

    However it would be much easier to use one or several dictionaries.

    For example, write this data to the dictionary:

    Key="A_Level", value=3

    Key="A_Health", value=100

    Key="B_Level", value=7

    Key="B_Health", value=34

    To save it to local storage: LocalStorage set item "SaveGame" to Dictionary.AsJSON

    To load from local storage: LocalStorage on item "SaveGame" get: Dictionary load from JSON LocalStorage.ItemValue

    I've thought about the dictionary, but I would honestly rather do it this way. But for the use of find and mid , could I have an event, "On ItemGet 'A'"-> Set 'Level' to mid(LocalStorage.ItemValue, find(LocalStorage.ItemValue,"L"), 1) ?

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  • Hey I'm wondering if there is any way to use arrays or matricies with Local Storage. So I have 3 save accounts, A, B, and C. and each save account has the following, Level, Checkpoint, Health, and Power. My original thought was to, when the game is saved, have Local storage Set Item Account (In other words Set item "A" or "B" or "C" depending on what the global Account Variable is) to "L"&Level&"C"&Checkpoint&"H"&PlayerHealth&"P"&Power . So for example, it may set A = L3C2H99P40 Meaning level 3, checkpoint 2, 99 health, and 40 power. Rather than having each be a different item. BUT the poroblem i run into here, is that once I get the value of A.... I'm not sure how to separate those values, not sure how to use that to set Level=3 and Checkpoint=2 and Health=99 and P=40. I'm hoping that there is some way to perform this using syntax changes, but I'm wondering if anyone can think of anything.

  • Upon opening the capx file, on some layouts objects appear invisible, or not the right size/color until I zoom WAY in on them. This makes it impossible to work with! I can't work with what I can't see. Please help me. I recorded a video showing exactly what is going on.https://drive.google.com/open?id=1FzhzUEarobPd460-43PJEGuV5BZ1GHhL

  • Put object in a family

    I tried, but it made the family a Sprite Font Family, and so it still didnt work.

  • In the conditions for sprite fonts there is no "Overlapping" . I need this because I need something to be triggered as soon as SpriteFont2 is overlapping SpriteFont1. Is there any other way to do this?

  • Hello. I have a sprite called beam that shoots forward while in a sine pattern. I have another sprite called trail. Every tick, it creates a Trail at Beam and the Trail fades out. I want there to basically be a solid line of Trail behind the beam, but no matter how slow the beam goes or how slow the sine period is, it always makes a dotted line. Does anybody know a way?

  • I have a layer dedicated to the player and a sprite called Charging. The charging sprite is just a colored square with an animation that makes it cycle through colors. I want the Charging sprite to be invisible unless key X is down BUT, I dont want it to look like a square I only want it to appear where the player sprite is, so that it is the shape of the player at all times. Does anyone know how I do this? Here is the result of what I am talking about:

  • Bioniclekolacz

    This is a very old thread you've bumbed and the person you are quoting hasn't been here for quite a while.

    Oh, sorry. Its ok though I figured it out

  • I've been working on a camera system similar to what you're describing here, and I've finally landed on a solution that works for me.

    I made a simplified version as an example Capx. It's a little complex, but I tried to annotate the example so it would at least make some sense. Let me know if it helps, or if you have any questions.

    Metroid-ish Camera System -- Example CapXwhiteheat2012-09-10 19:25:18

    Hey, thank you so much, this is brilliant, but Now I am wondering if you know how to do the room transition in metroid where you walk into the door, and then everything goes black except for the door, and then it slides across the screen?

  • its ok, I figured it out, partially.

  • I have a turret that has the LOS behavior, and when it sees the Samus sprite it will turn towards it and shoot bullets at it, but if I have 2 turrets, even if the other one isnt within sight of Samus it will also shoot, and look in the same direction, and shoot in the same direction. How do I make it so that I can have multiple of the same sprite, but not do everything that the other copy is doing?