chasethomas's Forum Posts

  • Bump. Any thoughts? I've been attempting a few things, but so far nothing has worked.. There must be some way to make an object an ineligible target...

  • I'm also having this issue- hope it gets fixed soon!

    Edit: how would one go about changing that setting? I don't' see it in the IDE anywhere...

  • That's a good idea, but won't that completely disable the turret? I just want to disable the turret for that particular object.

    There will be a number of other targetable objects on the stage, all part of the same family, which is being targeted as a whole.

  • Hi all,

    I'm using a turret in my game, but I want it to unaquire targets as they leave a certain irregularly-shaped space. So far I've only been able to get it to unaquire the targets when their x or y reaches a certain point. However, it often reaquires the same target. Is this possible currently in construct2?

    Thanks,

    Chase

  • Worked perfectly- thanks!

  • I have objects spawning with the same y value, and a randomly generated x value (0,700). I would like these to spawn only on increments of 50. I know math round rounds to the nearest decimal.... is it possible to have something round to an arbitrary increment like this?

  • Ah good point. I'll keep that in mind- thanks.

  • Yep, I messed with it some more, and landed on that. Rather than having a function for each level, I just have a large check for LevelNum, and then each config item is within that conditional statement. Thanks for the help!

  • Hm ok good to know. I had a feeling that was the case.

    So then I guess I have more of a "how would you do this" sort of question?

    I have a timer that counts down from 60 for level 1. The level ends, and a screen comes up to tally your points. Then you hit continue, and level 2 begins (same background). I want to repeat all of the previous actions from Level 1, but with a different timer, and different (stronger) enemies...

    Is there a simple way to achieve this? I was originally trying to put the loops into a function so I could say "ok begin level 2 actions."

  • Hi all,

    I have a game that has multiple levels. Each level has its own timer that controls when the level ends. Because of this, I have externalized the level config into a function that is called at various points in the game. (called initially when the game loads, called when someone restarts a level etc.)

    Unfortunately, it seems that my "Every X Seconds" loop isn't working within the function.

    See the link below for a very basic capx demonstrating this.

    dropbox.com/s/e0b762pbkup6bl3/TestingLoopsInFunctions.capx

    What Should Happen: The text on the main screen should count down from "3".

    What is Happening: The text is sitting on "3".

    Any thoughts on this? I have a feeling I'm missing something very obvious, as I would imagine this would just work.

  • Hi lunarray,

    I'm using your plugin on my current project and am loving it. One question- I have a group of objects all within a family that I want to tween together. I set the family to have the tweenlite behavior, but then I have to go into each object and manually update the X,Y value for each tween. Is there a way to group objects together so that I can give them one large tween? In the olden days of flash, I would just create a number of MCs within one large MC, and then tween the parent container. I've also tried the built in "container" functionality, but it doesn't seem to work.

    Keep up the good work!

    Chase

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  • Thanks for the reply- I'll try the first two out.

    As for #3, wouldn't that just center on the player? That would still show outside the bounds of my walls if, for instance, the player was touching the first right-hand wall.   I'd prefer instead that the camera's right boundary stop when it hits the right boundary of the wall, which would temporarily let the user run freely without the camera following. Does that make sense?

    If this isn't currently doable, that's fine- again I'm just demoing this to test all of Constructs features- I've really been digging what I've seen so far.

  • Bump. Still trying to figure this one out.

  • Ok cool I'll give it a shot- yeah I wasn't expecting a downgrade... didn't know if there was an option to save as for an older version.

  • I'm looking for this exact thing, unfortunately I can't open your capx. Is it possible to save this in an r95 format? I'm reluctant to try out the beta r99 release, since I'm just learning the program.