codah's Forum Posts

  • Yeah that's the approach I took in the capx (well I used collision with a sprite instead of raw coordinates). He seems to have the free edition, so no families.

  • What have you tried?

  • Well, what is your current method? Any sample capx?

    Edit: attached a capx.. first idea that came to mind so be nice

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  • Domino3057 I guess you realise the above works because random creates a decimal value, e.g. 1.23892394 and so will not be equal to 0, 1, or 2.

    Also maybe you should have an On Created event for Bad objects and do the random stuff there. Not sure if it's a good idea to operate on a newly created object until at least the next tick. (More experienced C2'ers please jump in).

  • Open your sprite. Under "Animation 'default' properties, set "Loop" to Yes. In your startup code, set the Animation to Stop. On button or touch, set Animation to Start; when released, set to Stop.

    Edit: 5 PNG files.. you mean 5 frames?

  • Hey looks good. No time to go in depth but just some surface stuff.. You don't need the System:Every tick before the Mouse:Right button is down. You have a duplicate event (10 and 11). You could have 1 expression at event 16 like System:Pick GoodWing by evaluating GoodWing.lineNum = 0 & GoodWing.pickedUp (although that's personal preference). You could use groups to make it cleaner (as it gets bigger).

    Apologies if that's too basic stuff that you already knew

  • Could you elaborate a bit on why a Dictionary might be closer to my needs? That would help my understanding of learning how to choose best between these two storage objects.

    Well, I haven't analysed your code too much (unlike blackhornet ) but a dictionary stores a text/number pair, and that's what you're doing.. Take it with a grain of salt.

  • if we filter out the negative ones, then that's really just the definition of bias.

    And yet you want to filter out negative comments relating to the OP?

    If people are told to ignore a post, that's only self-serving, as only the people who agree with the OP will post... Also if the OP is slightly controversial, then how can you not respond with your opinions? It's just human nature.

  • Does the attached capx help at all?

  • Why don't you Set size to (tokencount( Anagrams, ","), 2, 1) instead of Set size to (1, 2, 1) in event 1? You don't even need that, if you use push. Also a Dictionary might be closer to what you need.

  • You can stop individual objects from pathfinding. Perhaps you're picking all of your characters instead of just the one you want to stop. Or am I misunderstanding?

  • Nah, I had several goes at it and was still getting the glitchy behaviour. Then I realised it must be a timing issue and moved the code into single sequences of actions and that did it. It's not easy to get your head around events, and the timing of them, and the fact that multiple things can be happening at once (and 60 times a second!). And I'm still learning to let C2 do a lot of the hard work for me As seen by OddConfection 's first solution, there's always a simpler way.

  • Can you post a capx that demonstrates the issue? I'm not sure what you're missing as it looks like it should work from what you've shown. See the capx attached and compare it to yours.

  • Who says you can't make a cute game without any artistic ability?

    We should totally put both of our lack of artistic ability together and make the next 'piano tiles' type hit

    I've made an alternate example using the Timer behaviour:

    Yea I was going to suggest for the Enemy to have its own timer. Except your guys stand facing the wall while they're waiting

  • Have a variable BulletsFired that you add 1 to after each bullet is fired. Have a condition that checks the variable, and if it's 10, reload and reset the variable. If you want to keep the count, have the condition check (BulletsFired % 10) = 0