dop2000's Forum Posts

  • I don't see an action on your screenshots which saves the dictionary to Local Storage:

    Local Storage Set "SaveData" to Dictionary.AsJSON

    Also, just a suggestion - instead of hard-coding all stats for three players in events, you can create 3 dictionary files in the project and load the file for selected player with AJAX.

  • I think MoveTo behavior in C3 is the best choice to use with EasyStarJS. You can feed it all node coordinates as waypoints and the object will move from start to finish with nice acceleration/deceleration and rotation.

  • Here is the fixed project:

    dropbox.com/s/7ldclim1imd5vzf/Speller%20v7_.c3p

    You can remove the old text files, they are no longer needed.

  • When you create an instance in runtime, it's not created immediately. It may not be available in other events, and the counters may not be updated until the end of the tick. The easiest workaround is to add "Wait 0"

    Create Object
    Wait 0
    Set n to Family.count
    
  • Thanks dop2000 that's perfectly what I wanted, but saddly that's really complicate to use it... I guess I'm not ready for that kind of system :/

    It's not that complicated, you can download an example project (capx) from this post:

    construct.net/en/forum/extending-construct-2/addons-29/behavior-easystar-js-96215

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  • If this is a tile-based game, I suggest using EasyStarJS instead of Pathfinding.

    It works with tilemaps and there is PathCost expression which you can use to get the path distance to a specific tile. It's also much faster than Pathfinding.

  • I don't know your game, I can't tell if EasyStar will work for you.

    EasyStar plugin only finds path, you'll need to move the enemy with other behaviors like MoveTo. Also, it's grid-based, so it won't cut corners as nicely as Pathfinding.

  • So you want to prevent the situation when turrets are completely blocking the path to the target, right? But if an enemy can walk around the turret - this is allowed?

    Recalculating the pathfinding map and path is the only option here.

    If pathfinding plugin is using too much cpu, make sure that the layout size is set correctly (not bigger than the level map), try changing pathfinding cell size.

    You can use EasyStarJS instead of Pathfinding - it's massively faster, but only works with tilemaps. So you will need to make some changes to your game to accomodate it.

  • Permutation tables are not as scary as they sound. Here is a demo:

    dropbox.com/s/qschy8ji3bfrvxx/PermutationRandomImages.c3p

    By the way, if you need a number from 1 to 5, this is the correct expression:

    floor(random(1,6))

  • FWIW I've had suggestions on the suggestions site implemented (with no votes besides my own for that matter), and twice that at least responded to, which is more success than I've seen on the forums.

    That was in the old suggestion platform I suppose?

    The new rules are that only the most upvoted suggestions will be selected every 6 months for review. Although I really hope that Ashley will still consider some suggestions which are very clever and useful, but don't have many votes. (for example, merely because they were posted late in the 6-months period)

  • jobel I believe the popup with function parameters is shown as soon as you type (

    What I meant was to see these parameters in the event sheet. Some functions have many parameters and it's difficult to remember what they are when you see an expression like Functions.FunctionName(2,0,1,0.45,"")

  • Some publishers have very harsh penalties for not fixing game bugs in time - thousands of dollars or many %% of revenue for every day. So outages like this may indeed be very costly for some developers.

    Also, it's "only" a build server this time, but tomorrow the main service which handles C3 logins may be down, and people will not be able to work on the weekend.

    It's probably time for Scirra to set up some kind of emergency after hours support for severe outages.

  • This feature should be optional. I prefer to see all function parameters. Moreover, I would like to see the names of function parameters when functions are called from expressions. Currently it looks like this in the event sheet:

    Set n to Functions.getHealth("rabbit", 1, 215)

    What I would prefer is:

    Set n to Functions.getHealth(Enemy:"rabbit", Armor:1, Damage:215)

  • It's quite simple. Add Timer behavior to some static object on the layout, or create an invisible sprite for that.

    Run this action once, for example in "On start of layout" event:

    Sprite Start timer "spawn" for 1s (regular)

    If will trigger "Sprite On Timer" event every second, which you can use to spawn hearts.

  • Are you using the latest version with modules support?

    construct.net/en/make-games/addons/510/lunarraylitetween-c3runtime

    What exactly is the error message that you see in console?