CinderFlurry's Forum Posts

  • I'm looking for a way to make pathfinding more varied... When a group of objects find a path toward a target, they'll all take the same route and travel in a straight line - is there a way to make some of them go slightly off the path or even a different way entirely?

    Since I'm making an automatic spawner for a lot of the same object, I can't individually assign different paths to a certain sprite through the editor, it'll have to be done through the code. Thanks in advance!

  • How can I ask the code if the numbers it returned with 'random(100)' are 'either(1, 2, 3, 4 or 5)'?

    Here is what I want:

    System - Random(100) Equal to | either(1, 2, 3, 4, or 5)

    I understand there's no 'either' expression but that's what I'm asking. What expression is used in place of 'either' to get the result I want? And if there isn't one, how can I write my code to get the desired result? My brain is fried trying to figure this out!

  • I'd like to raise an effect's parameter gradually, but can't figure it out.

    I figured the best way to do this was by doing 'Every tick' > 'Sprite.Effect +1' but can't figure out the correct expression... Anyone know?

    I'd like to avoid using lerp if possible, thanks for the help in advance!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I'd like to make the screen shatter for a second and then have all the pieces fall down off screen - any ideas on the best way to go about this?

    EDIT: Let me clarify that I just want to make glass above everything shatter, not all the objects and stuff. Just a glass mask shatter, if that makes sense.

  • I want to give the player a prize for every 100th in their score, so when the score hits 100, 200, 300, 400, so on.

    How can I tell the engine to do that without having to do;

    'If (variable) equals 100 then>

    If variable equals 200 then>

    I hope you understand what I mean.

  • Bear with me here.

    Let's say you chose the 'Set Frame' action for a sprite. You want the frame to be set to the first, or '1', so you type '1' into the box.

    But let's say you had another sprite called '1Bunny'.

    Upon typing '1', you are greeted with a drop box that comes up with all the possible expressions involving the number 1, in our case that'd be '1Bunny'.

    This forces you to click the text box to get rid of the drop box, instead of being able to press 'Enter' to move on. Pushing Enter will change your '1' to '1Bunny', instead of the 'Done' option like you wanted.

    It really kills the rhythm when dealing with tedious code.

    So I was wondering, is there a key I can press that just closes it or let's me push 'Done' without it changing my inputted text? Thanks in advance!

  • I want to disable 'touch' or set 'ignore input' to it while a certain thing is happening, how do I do that?

  • I understand Construct 2 loads everything the very first time you open the game, but what if I don't want that?

    Is there a way to make it so that - rather than loading everything at the beginning - I can have the game load everything needed for the next layout when traveling to a layout throughout the game?

    I'm going to assume no but it's worth a shot.

  • Changing such basic engine logic would "kill" many existing projects.

    Not really, adding an invert option wouldn't kill anything since everyone uses Else anyway. It'd just give everyone the option, nothing would be 'killed'. You can use Else as an invert for anything, it's just a less efficient way. At least I think anyway.

    EDIT: I derped, forgot we were talking about taking OUT the invert option for on-screen. That wouldn't kill anything lmao, it'd get rid of a lot of confusion for sure! At least give us a prompt when inverting on-screen saying 'This ain't gonna work bud'

  • > You can set effects on layouts, right? You don't have to go through all the layers you want to assign an effect to, you can just assign it to the layout itself.

    >

    > Is there a way to exclude a certain layer on the layout so the layout's effect doesn't affect it? Thanks in advance!

    >

    well no.. you have to do it for each layer ...however i see how this request could be in handy

    That's a shame. Maybe we'll see a feature like this in the future.

  • I don't think so...now stop being lazy and assign an effect to the layers you want : P

    Not being lazy, assigning an effect to 10+ layers and messing with their parameters through events all at once could take up a lot of juice. It's not lazy to want to maximize efficiency

  • You can set effects on layouts, right? You don't have to go through all the layers you want to assign an effect to, you can just assign it to the layout itself.

    Is there a way to exclude a certain layer on the layout so the layout's effect doesn't affect it? Thanks in advance!

  • Invert of 'is on screen" ....

    Is on screen

    ...no actions

    Else

    ... the actions

    Thanks, it's a little silly that we can't just invert it instead. I appreciate the help.

  • On X pressed, I want the menu to go back to the previous. But, I want to make sure there are no 'Bunny' sprites on the screen first for it to work.

    Inverting 'Is on-screen' doesn't work apparently, so my next thought was to use the 'Is on Layer' to check if it's currently on the layer or not. Is there a way to tell the system to check all the layers in one event rather than doing:

    'Is on Layer 0'

    'Is on Layer 1'

    'Is on Layer 2'

    'Is on Layer 3' etc.

    If you have any other solutions to my issue besides the 'Is on layer' event, I'd love to know!

    EDIT: This idea doesn't work anyway. Now I'd really love to know your other ideas :/

  • Agreed with Dam, took me a solid 30 minutes to figure out that it just doesn't work, please take out the ability to invert 'Is on screen'.