ChefSeth's Forum Posts

  • I'd like to point out that every room in the Binding of Isaac was hand designed by either Edmund or someone else on the team in Rebirth's case, the only thing that is randomized is which room is chosen and what items drop, tinted rocks, and then of course some rooms have the chance to have black market's and other stuff. That being said, randomly generating anything is a big task and it's something you can read a ton about if you google, so you should do that first before you ask someone else to build a system for you.

  • I have the second setup you described at the moment, but I must have done it wrong because it doesn't work properly. Can you give a quick screencap of the loop setup?

  • See the guns are always static though, the first gun will always be the pistol the second will always be an ice gun, etc, how do I make this work?

  • I have an array that has the weapons in it and every time you scroll down it chooses the weapon below the current one and scrolling up chooses the one above it, but when I get to the last entry in the list instead of scrolling down going back up to the top it sets the weapon value to zero and stops. If I scroll up at the topmost weapon it sets the value to zero, but scrolling again will set it back to the bottom most gun. How do I effectively set up this system?

  • I have an array with all the weapons the player can scroll through saved to it, mouse wheel up goes to the current index +1 and scrolling down goes to the current index -1. This doesn't work though, scrolling up past the last value in the array makes the value zero then loops back to the bottom, scrolling down past the first value makes the value zero and doesn't loop back to the top. How do I make this work?

  • Thank you so much Im still trying figuring out where everything is so this helped me a ton

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  • Thanks for the reply, but I'm not sure what you mean by the "loopindex("nameofloop")" expression, i cant find that anywhere. Can you maybe screencap where that is or what this event sheet would look like?

  • I have a lightning gun like in Quake and when firing, the laser extends from the gun to the mouse. But I need it to stop when it hits a wall, even if the mouse is behind the wall. How do I stop the laser at the wall?

  • I can check if the textbox has a specific thing in it like if the text is "dog" I can just check for "dog" and find it, but what if I want to check if it just has "dog" somewhere in it? I need it to detect both "dog" and "the dog jumped high", just whenever "dog" is in the text field, activate. How do I do this?

  • Nevermind, I solved my problem. It was the state system I had, not the collision detection.

  • I just have an invisible sprite that moves along with the player that acts as a hitbox, but it just doesn't trigger sometimes. Is there a better way to do this?

  • Thanks codah, this worked great. Reaaally speeds up writing the animation system

  • Codah, thanks, but I already knew that was pretty much what I needed to do. I guess I should clarify I'm asking about the specifics of where in Construct do I find an array to put into an event sheet and then how exactly do I set up the for loop?

  • As part of my state system, I need to check if one of a couple different animations are playing, and if so set the player's state accordingly. I can figure out which animation is playing, but how do I check if it's one on the list? How do I make that list in the first place? And then setting the state I think can be handled by just setting it to the animation name, which I can already do. Thanks for the help!

    tldr; How do I make a list of animation names that I can access in the event sheet, and how do I check if the current animation is in said list?