DoudouSupreme's Forum Posts

  • Thanks everyone! I'll try this tonight when I'll get back home

    Basically, I'm trying to build an AI which is going to extinguish fires depending on their roles. Guys with roles 1 should be the first one to move to stop the fire, and guys with role 2 should only go there if guys with role 1 are all busy trying extinguishing the fire

    Hopefully I'll manage to do it with your advice.

  • Thanks monitz87!

    Let's say that everytime I press 5, the character's opacity changes to 50. I want characters with role 1 first then those with role 2 to be affected. That is not going to work is it? I need an extra condition to check there is no character left with role 1at 100 opacity for the else to work right?

  • Hi everyone,

    Basically i can't manage to pick objects depending on their role. So here is my little problem, I want to pick Characters with Role 1 in priority, and if none are available, then pick Characters with Role 2. I can't get this to work with Else Shall I instead use a variable Characters.Count < 0 to determine the availability of Role 1? or There is another way round with Else?

    How would you do it?

    Thanks for your help!

  • Though this post is about one month old, I agree it would be nice to have some Inheritance instead of creating multiple families.

    Right now, it forces you to create multiple families and it can be quite difficult to maintain properly. Sometimes you realise, it would have been better to put your objects in one family instead of another and it can be quite painful to move things around depending on how many events you got.

    Anyway it's not a biggie but it would be nice to have

  • Does this mean we can't pin the light to the playable character then?

  • Hi,

    I think I'm experiencing the same kind of issues ().

    I managed to fix the problem for the doors by changing the sprite to JPEG instead of PNG, since there is no transparency. Is this bug only affecting PNGs?

  • I'm sure some of you have experienced that kind of problems before, so I'd love to know how you managed to fix it

    Actually this might be caused by the bug raised here: https://www.scirra.com/forum/viewtopic.php?f=147&t=105749&p=784168&hilit=sprite+smaller+after+export#p784168

  • Right I fixed the door problem by changing the compression from PNJ32 to JPEG. It's fine since I have got no transparency.

    However I'm not sure why this is happening. I think I read somewhere to add an extra pixel, to avoid such problems? The characters look smaller too on the right.

    So well I'll appreciate if someone can shed some light.

  • Hi guys,

    Basically when I export my project, I get some misalignment (doors are slightly opened instead of being closed) and some of the sprite look smaller. Any advice on how to fix this problem? What settings I should use maybe?

    I have been using some FTL sprites to do my tests, see image below.

    Thanks!

  • This is torturing me, I'm losing sleep over this! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    You can test the working version here by the way: http://konnee.free.fr/Minimap/

  • Hi guys,

    So I have been trying to make a minimap using the tutorial from here: https://www.scirra.com/tutorials/834/basic-mini-map

    Unlike the tutorial, I want a part of the whole map not everything. I managed to get the minimap working, and got on the minimap what I had on screen. However it's kind of pointless to have a minimap if you see the same things you've alreday have on screen.

    So instead, I wanted to see twice the area I had on screen in the minimap so it's more interesting and that's why I ran into trouble.

    Everything works fine when the minimap size has the same ratio as the container it gets into:

    • resolution: 1080 x 720
    • container: 180 x 120
    • ratio = 1080 / 180 or 720 / 120 = 6
    • minimapsize = 5136 / 6 = 856 px

    t = 6

    scrollx = 540px

    scrolly = 360px

    Formula used: IslandMinimap.CoordX-scrollx/t+WindowWidth/2/t

    However when I try to see twice the amount on the minimap by reducing its size to 428 px (856/2), then it still works but the minimap does no longer fit the container though I thought by slowing down the scrolling it would work.

    Obviously I'm not really good at math, so any help would be greatly appreciated. I have attached a file containing both the working version and the non working version I'd like to get fixed.

    Thanks for your help!

  • Thanks for the suggestion. I managed to do what I wanted using Sargas' suggestion in the end.

    Even though the line does not always have the same size, the image points move. So if the line size increases, the image point moves, which is what I wanted.

    So I managed to create an object at the coordinates the two object overlap.

  • Unfortunately this is not what i'm trying to achieve. Basically, I'm drawing red lines from the center of the circle, which are for instance 128px long.

    On line of sight of an obstacle, they are supposed to change size, depending on the distance from the center and the point of collision with the rectangle.

    At thz moment I can't manage to determine the coordinates of that point of collision to recalculate the size of the red lines in real time.

  • Hi folks,

    I' m trying to determine the coordinates of the collision from one object with another, any idea how I can achieve that, is that possible? I'm not really good at maths so it might be feasible but not sure how.

    I want to spawn an object at this position but right now I only manage to create an object at the point of origin of the rectangle or at a point I manually create. Any help would be greatly appreciated!

    Cheers,

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  • lennaert that's weird, normally the playable character rotates towards the mouse, i.e. Mouse.X and Mouse.Y

    I have less time now because of I'm current job, but I'm going to try to keep working on it. There is a lot to do and a lot need improvements but yeah you're right I should not stop because of another project doing the same.