hperk209's Forum Posts

  • dop2000 that fixed it! Thank you so much!

  • dop2000 thank you for your answer. I did try this but the turret still doesn't change color. Did I miss something?

  • Hi! I've searched what I can but can't find something specific to this. I have a (super goofy) prototype here: drive.google.com/drive/folders/1-GX3VO4Bex-MM3VfrNyrQxe7V3jp8hp6

    I want turrets to show green while placing atop the wall, but red when trying to place elsewhere. Line 31 on the Event Sheet. But it's almost like collision is suspended during drag/drop. While this behavior makes sense, is there a way for me to check for collision and make this work?

    Thanks in advance!

  • InDWrekt ah got it. Thank you, this will be a huge help. I hadn't thought of using pathfinding. I will take a crack at this. I truly appreciate your help with this.

  • InDWrekt okay was just making sure my premise made sense :-) No specific error — in C3 (most current version) I’m going Cloud Open and navigating to the folder with the c3proj file that I extracted from what you sent. But the c3proj file doesn’t show up there. It’s like it isn’t readable in that form? I believe mine show up as cp3 files but I don’t see a cp3 file in the file you sent. Sorry for my confusion.

  • Thank you InDWrekt. After extracting your files though I wasn't able to open the c3proj in Construct (?). Were you able to open mine? The *player* won't be moving anywhere; only enemies.

    I appreciate you taking a crack at it as yes I'd gotten no responses yet.

    Thanks!

  • I am building a hex-based action game with chain attacks. I currently have two powers configured (the left two electric icons): one that chains across all m-type (mechanical) units (Zs and Ss), and another that chains straight through a whole lane.

    My new problem that I can't figure out is how to then get the unit behind an empty tile to move forward and occupy that empty tile. So when an enemy is killed, how do I have the enemy behind it recognize this and move forward (well, down)?

    I have attempted something unsuccessfully in the event sheet under the bottom group.

    Each hex has several image points to detect adjacency.

    Let me know if I can provide any info that might be helpful -- I appreciate help from anyone willing. dop2000 helped me on this project on my post 'HOW DO I CHAIN ATTACKS IN A HEX-BASED GAME?' (thanks again!) Any help from anyone is appreciated.

    Thank you all!

    Link to the cp3 file: https://drive.google.com/drive/folders/105X6atSPvtSDtg291ZYKjWd6cAfbcPrC?usp=sharing

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  • dop2000 I was able to review the changes you made, as well as the article you referenced. Now that I see the logic, and how you've used type, UID, and 'pick nearest', it makes sense! I can't thank you enough. Got some coffee. Thank you!

  • Wow thank you dop2000, I truly appreciate this. I will dig into that article tomorrow as well. Thanks again!

  • Ah sorry, I added the most recent C3p file to that drive as well.

    https://drive.google.com/drive/folders/105X6atSPvtSDtg291ZYKjWd6cAfbcPrC?usp=sharing

    Okay cool, thanks dop2000. That makes sense. So if I was to use an Event Sheet, that would be a few different lines right? Using 'overlapping at offset'? I've done loops in Unity and Unreal, but not Construct -- but I think based on your recommendation I can figure out one tile.

    After that though -- any idea how I would manage the pathfinding from tile to tile? (i.e. okay, there's an enemy adjacent, kill that. But what about enemies adjacent to THAT enemy, and so on?)

    Thanks again.

  • Hey there! I'm trying to make a hex-based game where the player can chain attacks between enemies on adjacent hexes. For testing purposes, I am just using 5 hexes, but there will be 31 on the final grid.

    I am attaching both my project and a screenshot showing an example of what I'm hoping to do with one of the powers, Jolt. With Jolt, the player can shoot lightning at a robotic unit (the 'S' in the screenshot), which will chain to other robotic units (like the 'Z's). So the player will click the power, click an enemy, and the attack will auto-chain to relevant enemies.

    I have it so that the spawn points on each tile register which enemy type is where. Which is great. But I'm stumped by the next step: how do I get this attack to a) know which enemies are next to it, and b) chain appropriately?

    Thanks in advance for your help!

    https://drive.google.com/drive/folders/105X6atSPvtSDtg291ZYKjWd6cAfbcPrC?usp=sharing

    Tagged:

  • Hayeck904 your example worked! Thank you so, so much!! I learned some great stuff today. :-)

  • Thank you AllanR for your help, I will try this as well!

  • Thank you so much Hayeck904, I will try your recommendation!

  • I've tried to find information in tutorials, expressions, and general troubleshooting, but I'm coming up blank... hoping someone might have done this before, or something like it.

    I've got a level where I'm trying to set up random tile generation. The goal is to have different tile 'sets'. To do this, I've got one sprite with three animations: Jungle, Snow, and Desert. I will attach an image.

    I am able to successfully reach random tiles with the array setup. However, as you can see, it affects each tile separately. Of course I want this for assigning a random number, but NOT for assigning which of the animations to use. I want all the tiles choosing a random frame from the same, random animation.

    As you can see, I've tried 'pick all' for my tiles, but it doesn't affect all the tiles uniformly. It seems to work exactly like the 'for each' function and just has each tile choose an animation separately.

    Is there something I can call to select all these tiles and give them ALL the same random animation BEFORE their numbers are assigned? Thereby making it so random levels generate within ONE tileset, instead of all of them?

    Thank you!