Gearworkdragon's Forum Posts

  • Ok i got this error message It just happen to me a minute ago.

    Failed to find or load any exporters. The IDE cannot start up. This can also occur if there was a problem with any of the exporter digital signatures.

    I am using Paid version Construct two and using Window 10

    Um I do not know how i manage to create it and I will try to redownload construct to see if it persist I thought id let you guys know. This is a strange bug. As it happen randomly.

  • so all my code work good

    How do I slow down the events so that i can check on the picking of instance because I am using Target set position to make sure that each sprite is doing its job correctly but the problem I have is that contruct is going too fast for my eyes to keep up.

    It feels like the Event bus is moving at lightspeed.....i cant see the events running at that fast even with debug

    I tried using various wait command and place em at the end but problem is its breaking all the rules and causing so much headaces

  • You are a genius. I would have never guess to use global variable like that Question can I use local variable as It will be use on one set of layout and not the others ?

  • Ok so my idea and yes if you were following my other post i am still working on that same turn based.

    ATM I am trying to figure out how to implement a monster attackQue system. Now keep in mind These monster are create not already there.

    And the number of monster is going to be randomly created from 1-5.

    How would i go about getting a brand new variable to each created. in other word If each monster is create then add one to a family of monster but i would like it to be like this for each sprite monster created have the variable to be in order of 1 2 3 4 5. So that when i do the monster Que each monster would have a turn. Because this is created and not already there how would i math out the variable so that it can be 1 2 3 4 5 on each new create sprite.

    Again this is for the monster attack que. I already got a plan on how to get the event to run them its just because they are created how will i add in variable in that matter.

  • I like the concept but what if they made a laptop with a wired controller and even have it like attached to the case to hold it. Now that a thing id like to buy oh and have the laptop to have a place to hold a external mouse as well so that we can stop buying backpack to hold the gears in.

    I wonder how come no one has made a housing that can hold controller and mouse in one cause most of my device break when the laptop is hitting the devices while im walking. such a Feature id die for

  • Kyatric you were right about the group Phase two being on active on start and i used some of yours and two others examples to make it work and I figure out that my main problem was that I had the group on toggling wrongly activating and two I had to use set text to figure out which group was working and what was being left on and It turn out that the parent Group affected one child group to not run which threw me off. And i was able to clean up my code using your example

    Oh and I used boolean for one for selected and one for attacking stage so that my X pressed and my state machine would correctly flow better

  • LittleStain quite curious about your example could it be use multiple time to use for multiple sprite but you only need to select one out of sprite in order of A B C D

    and would it reset the picking order if I were to say touch the Sprite B would be true while A C D would be false and so on ?

    Cause in my game i am having problem getting the sprite to be selected again after the first could i use this string to reset the picking instance ?

  • another thing you can do is if you are doing a UI with a health bar on the layout you can use Layer and set it for global and all you have to is add that Layer exact name

  • try adding a condition level number variable = 2

    and for level 3 level number variable = 3

    If you read your code out loud if your exp reaches to the number 200 then go to level 2. But you have no condition that says I am in level 3 when the exp reach to 200.

    A friendly tip a machine is dumber then a rock. We have to input exact logic for construct to behave the way we want to.

  • well the groups systems so that i could turn off the events from triggering. And while i love to use function Its just really confusing on how to do it right. In the past i would have it down but only to realized that because i would have different effects that i would need and even having different sprite I don't think I can make use of function as effective as a Group event. and I feel like group event allow me to see where my bug or problem is at.

    Another concept I am trying to explore here is that let say someone down the line maybe me or a friend or some troll on the internet wants to have a party consist only four character and you have 50 character to choose from as well as their class stat character stat personal stats. Id like to start to explore that possiblility.

    The idea behind my concept is that what if I can use family and overlapping effect to reduce the code for such system so that all I or the person would have to do is just to link the Stats page for each "Active" character and enemy

    And the problem is its very easy to do single character turn base rather then multiple character. Currently there is no tutorial for that at all. I did take a look at your example its kinda a weird concept but you are only running one character per turn. Unless if you mean to tell me to do Four single turn base which is what I am not wanting to create. Kyatric

    and the idea here is that If i can make it work in multiple character then Ill release it in the tutorial for a more advance rpg turn based.

    If you can see where I can use function to further reduce the amount of line of code or cleaning up bug possibilities event then please do so because I cannot seem to grasp. Although one thing I never tried was doing function with a function. Is that possible ? or is that too much ?

    Update 10/26/2015: ok so i recently tried to do an event for the four character individual yes that mean four event for each UID. Contruct 2 engine Refuse I mean REFUSE to do the next character now. And i even use set text to see which group was active......and it working perfectly as far as setting group up n shit and the Event runs once but when i switch to the next group with the similar event It refuse to go further. ? is it because the pick instance is stuck on the first picked and doesn't know to pick the next one? If so that might be my main problem and i do not know what events i should use to fix that

  • C-7 Could you take a look at my capx apparently I cannot figure out why my "action" "Attack" will not work on the next character I even listed the group bookmarked and commented where the problem is If you will play it i suggest debug menu to see it in action. I am pulling my hair out at this point I tried everything i could think of. And the reason to why I am not using X or Y is because I wish the family to behave in a way where all i got to do is just add stats and animation and not have to worry about re coding for every stupid new monster I can imagine that would run into duplicate of events in the thousands lol I think its my picking instance event apparently even overlapping wont do it

    https://www.dropbox.com/s/1sx9etxq3fqqvec/Rpgbattlespritetest.capx?dl=1 (This will auto-download just click one time)

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  • never mind i found out that somewhere in my other code the action "attack" isnt being put onto the other three character which would explain why i am having so much trobule now i have a new problem that families isnt picking them out to put the action "attack" on past the first one. Ugh fix one code it break 20 others lol

  • C-7 ok so i figure out what you were saying was to use a que a global number variable and had each character action to Add one to it and had the character themselves to have a que counter so that each character represent a number within the Que,

    Ok now for the confusing as heck. I cannot get the event to behave, So i figure that using a pick method comparsion between the Que counter and the Que global number and have the action do its thing and subtract one from it so that its goes onto the que. Now my problem is that i can either get the code to do it only one time and not move on to the next Que or I can get the code to move on the next que but no action will happen

    I know i sound confusing

    Heres the code

    (Pick Family "character" by evalutating playerQue=Character.playerqcounter) (pick Monster by evaluating character.target=monsterUID)

    (And then a sub condtion Action="attack)With action (subtract Ppower from hp) and (substract 1 from Playerque)

    Again this code will either run once and will not go onto the next que number which is three. Or i can get the code to finish the counter but no action attack will happen. Im at lost to why it doesnt like me

    I've tried to force the loop four time still refuse to do the next que im at lost did i miss something ?

  • C-7 I guess ill do flow chart once i expand past the experimental to see if my code works before expanding into crazy amount of detail ATM my flow chart is like this

    Player select attack ---->target enemy----->Attacking variable=2---->is all player select attack variable=2--->Its right here where i get lost because I do want a attack order/ready queue and then proceed attack in order---->damage enemy--->is all player finish attacking enemy---->enemy turn. Just like that is what my experimental code order is.

    "put everybody in an attack order/ready queue" Hmmmm how would one would do that because ive already got a variable called attacking=2 for the selected action to attack oh and btw i did get the UID of enemy selected for player to attack how would i get the player to just attack that UID is there a special code for that?

  • I am having trouble with figuring out a transition from four player attacking variable to have their own attacking time in order of A B C D.

    And i do not know how to get the four player to act separately instead of all at once and I am having trouble with reset the one variable after they have finished attacking. Im guessing my idea lies in The wait by signal but I do not know how to use them properly ?

    And the tutorials that i have found only does for One player not multiple player to be controlling. Any ideas on how to do this part oh and im trying to use families here so that I do not have to recode too much during the battle turn based scene if need to i can submit a capx I have to warn you my code looks like a pile of mess lol