brent_hamel's Forum Posts

  • Particles will definitely weigh down the system... the looping sprites to show rain works great, the old NES game Shadow of the Ninja uses that very well in the first stage. You could get away with a particle system if you a) built it yourself, the particle system plugin is way too resource intensive to be practical for rain, and b) do a bunch of testing to find the balance between number of rain drops, and how much it slows your game. But it can be done, so I'd say making the looping frames, but try making a particle system. If the homemade PS is too hard on the system, then you've already got the sprites as a fallback :)

  • What's happening, is that when a sprite is clicked, the system goes, ok whoischoosing = 1, and a sprite was clicked, so now we set whoischoosing = 2. But what the system does RIGHT after that is, oh, the sprite was clicked, and now whoischoosing = 2, so now we set whoischoosing = 3. So then right after that it sees that whoischoosing = 3 and goes to the next layout. That's why it does it all in one click, because every condition you have leads it to the next condition in the code. There are many ways to do it, but the way I would do would be something like:

    whoischoosing = 3: go to layout 1

    whoischoosing = 2

    --sprite1 is clicked: set player2 to sprite1

    ----------------------set whoischoosing to 3

    --sprite2 is clicked: set player2 to sprite2

    ----------------------set whoischoosing to 3

    whoischoosing = 1

    --sprite1 is clicked: set player1 to sprite1

    ----------------------set whoischoosing to 2

    --sprite2 is clicked: set player1 to sprite2

    ----------------------set whoischoosing to 2

    ...by doing it this way, the system has to check to make sure that whoischoosing doesn't = 2 or 3 before it checks anything else. Because whoischoosing = 1 events are at the bottom, the system has to run a new tick before it can check the whoischoosing = 2 events, and the same goes for whoischoosing = 3.

    I hope this helps and wasn't too long winded or hard to understand, if it was, please feel free to PM me and I can try to explain it more clearly :)

  • bump... no one has any ideas?

  • Hey guys,

    Just wondering if there's anyway I can set focus to an object at the start of a layout, specifically, I'm using iframe (which is 3rd party I know) to load a game I've made into an interactive application I'm making for a website with C2. When the layout loads, I have to click the iframe before I can send keyboard input into the game it's loaded, is there anyway I can set this focus so that my app can be completely mouseless? I'd like the same coming out of it as well, I'd like to be able to be in focus in the game, hit a specific key, and have the layout with the iframe transition back to the main layout of my app, right now I have to click out of the iframe before I can do this... any ideas?

    Thanks in advance,

    Brent

  • that way we can have a look at your project and help to point out any areas you might be running into trouble with

  • maybe post a .capx file so we can have a look

  • could be that the collision box for your sprite is bigger than the sprite itself, is there empty space beneath your sprite in the animation frame?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Works perfectly fine for me

  • if you have more than one sprite then you just need a For Each loop

    for each sprite

    if sprite is overlapping radar --> set sprite to visible

    else --> set sprite to invisible

    that way it'll check each individual sprite for the collision overlap, instead of checking to see if they're all overlapping at the same time

    hope this helps

  • happening again? it was doing this before as well?

  • have you tried using an Else statement? Like:

    if sprite is overlapping radar --> set sprite to visible

    else --> set sprite to invisible

  • Hey everyone!

    So here's my dilemma... I'm using the Chat plugin to send text across the internet. I'm testing it by having two different objects in my layout, the one that "sends" and the one that "receives". I'm using the "tokenat(text, index, separator )" expression to parse the text. But when I compare the tokenat return with my receiving object's private variable, it doesn't work. In fact, it only works once I invert the condition...

    Here's what it looks like...

    If receiveObject.identifier = tokenat(Chat.Data, 0, ",") then

    text.text = "yay"

    In this test, both values are already set to "0" at runtime, yet I only get "yay" when I invert my condition O.o how can these not be equal? I'm doing all this to try and see what the limitations of the Chat plugin are, so is this something strange withing the plugin? Or am I just missing something here...

    Thanks in advance

    Brent

  • Duh, of course lol, good call Nimtrix, thanks lol.

  • Hey guys,

    Just a quick question. I apologize if this has been covered elsewhere, my searching hasn't returned any results however. Is there anyway I can have the system look for specific words in a string of text input by the player? I'm looking to emulate old text adventure games. So if the player types in "swing sword" I need to be able to reference each word against a set of variables, the first for player actions, and the second for items. Is there a simple way to do this?

    Thanks in advance

    Brent

  • I should be able to make that work, thanks for the quick response!