dop2000's Forum Posts

  • I don't understand what you mean. You add an event with the two conditions I posted above, this event will pick the player with the highest speed value, who hasn't moved yet. Then you can start the turn for this player - select its attack, spell etc.

  • i dont understand how loops work. I also dont understand what u meant by set turn order to loopindex.

    You absolutely need to study loops, arrays, dictionaries, functions, families and other basic concepts in C3 before starting a big project like this. It may take you a couple of days or event weeks, but will save you months of fruitless efforts in the future!

    In this case you can determine turn order even without loops. I assume you have 10 different sprites for players? You have to add them all into a family and define all instance variables on the family. You'll need "Speed" and "HasMoved" instance variables. On start of each turn pick players that haven't moved yet, and then pick the player with the highest speed among them.

    PlayersFamily HasMoved=0
    PlayersFamily Pick with highest Speed 
    

    That's it! You saved yourself 12999 events!

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  • No problem! By the way, you can make the rotation smoother with this expression:

    Set angle to anglelerp(self.angle, Gamepad.Axis(0,0), dt*10)

  • In Gamepad properties (on the left panel) check Analog Deadzone setting.

  • Possible, but not with particles. Add a sprite with Bullet behavior.

    Repeat 360 times 
    	Create Sprite
    	Set sprite angle to loopindex
    
  • I don't have a wheel, but I imagine only one axis should be changing as you rotate it.

    Try setting the angle simply to Gamepad.Axis(0,0) or Gamepad.Axis(0,1)

  • So you rotate the TankTower first, and then spawn particles? In this case you don't need pin.

    Try setting partciles angle to (loopindex=1?-90:90)+TankTower.angle

  • Hi Tom

    Seems like redirection from scirra.com is broken. Old links from these posts are no longer working. Could you check please?

  • Why are you posting in C3 forum if you are using C2?

    There is Canvas addon for C2 which you can try.

  • It's just an example, there are lots of things you can change.

    You can set different colors to the Bar sprite (make sure to remove Fade behavior from it).

    Or instead of the polygon, you can draw lines on the DrawingCanvas with different colors.

  • I made this some time ago, modified official template:

    dropbox.com/s/sp4t2olnpgu870y/CircualarAnalyzer.c3p

  • I'd like to modify that .json file at runtime

    You can't make any changes to the project file in runtime. If you want to save new data in the array, save it to Local Storage. Next time the game starts, check if there is saved data in Local Storage - if there is, load it from there. If there isn't, load the default data from json file with AJAX.

  • other stuff will spawn 2 times instead of 1.

    Check that these objects are not set as Global.

    another 20 stuff go BOOM BOOM.

    The most likely reason stuff goes BOOM BOOM is that you made a boo-boo programming it :) Unfortunately this is all I can tell you from the information you provided.

  • Can you share your project file?

  • You can use "watering"&loopindex as the name of the imagepoint where particles will be spawned.

    Or just add them on the layout and attach to the sprite using hierarchy.

    dropbox.com/s/6nh768em0c1ws4n/PinParticles2.c3p