Hutto's Forum Posts

  • That's awesome, congrats!

  • Try to start with big selection groups, and use your sub-events to further divide.

    GameFunctions On "Library_UpdateButton"

    a. If you want anything to act all the time do it here, followed by sub-events

    1. Basket X IsFilled

    1.a. Do stuff here when there are baskets not filled like before: (Hide button)

    2. ELSE

    2.a. This will only get executed if 1. didn't happen, meaning all the baskets are filled: (Show button)

  • Which tiles are the 5? What's the width of your array?

  • Have you tried the Touch plugin?

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  • Hello, it would be great if we could follow others' topics and receive alerts when someone posts in that thread. Sometimes I don't have anything to contribute and am curious to see how others respond. Thanks for reading!

  • For what little it is worth, I found BioShock to be very boring due to the gameplay. I even tried cranking the difficulty up to make it more interesting but still quit before I made it to the end. Didn't buy the sequel. I realize I'm in the minority on this one.

    I do like good stories. I'm a huge movie fanatic. I enjoy good written fiction. If I want a great story, I don't play games. I watch a movie or read a book. The gameplay mechanics almost always get in the way for me, for whatever reason (slows down the story? is generally repetitive? too shallow?).

    However, I am a huge fan of creative settings and themes that tie the gameplay together. Left 4 Dead is great. I love roleplaying MUDs. What would the Civ series be without the empire building backdrop?

    The story for my hobby project which will probably never get finished is this:

    Thousands of years ago dark magic and stuff of myth was locked in the Great Pyramids--a stone vault which extends thousands of feet beneath the sands of the desert. Something goes wrong, and all of this stuff is unleashed in the modern world which cause apocalyptic chaos.

    The game begins thousands of years in the future with a typical gritty fantasy RPG setting. There are five playable races, four of which mostly keep to themselves. Mankind has re-established itself as those in charge, and struggle to maintain a tense peace in the known world. That is, until the day the game starts when something has happened to all of man's guards and soldiers leaving a power vacuum.

    The world is going to be very malleable with lots of simulation elements. It is possible for the player to really change what happens and create their own story. I would like each NPC to have individual, changing needs ("quests") based on what is happening around them. Eventually the player will be able to build buildings and create towns for certain races, or eradicate others if they so choose and can pull it off.

    I have a 'final' boss character too, but haven't settled on how he will work.

  • Hey Burvey, great explanation of the problem.

    The issue you're running into is that system actions do not run on all picked objects: they simply run if all of the event's conditions were met. (I got this from here).

    It is easy to fix though. Move your healthbubbles creation and setting the text into a sub-event with a System condition of "For Each cell". You can read more about loops here. Good luck with your game!

  • I'd break it down like this:

    1. Begin round functionality happen

    2. For each character in party1 sorted by initiative

    --> They take their action

    3. For each character in party2 sorted by initiative

    --> They take their action

    4. End round functionality happen

    You need some way of distinguishing one set of characters (player characters) from another set (enemies). That way, you can cycle through each of one group to let them act before you cycle through each of the second group.

    I've been using rexrainbow's InstGroup plugin for similar behavior: http://www.scirra.com/forum/plugin-instance-group_topic49662_page1.html

    When I load the combat screen, I added each character to either the Left or Right InstGroup. Then I do a "Pick and keep character from group Left" with a subevent of "For each character".

    Don't forget you have to add some checks in there for combat ending events: all characters of one party are dead or have fled or surrendered or however your mechanics work.

    Hope that helps.

  • I must be bad because I had a hard time jumping up to the first ledge, and couldn't complete the level even trying to jump on the snails to get other places (which I could never do).

  • If you can figure out how to do it for one enemy, I'd put the health bar pieces and the enemy into a Container.

  • You may want to take a look at Rex's InstGroup plugin. It allows you to do many of the typical array functions (sort, push, pop) with objects: http://www.scirra.com/forum/plugin-instance-group_topic49662_page1.html

    It is only 1D though.

    Hm, wonder if you can make an InstGroup of InstGroups...

  • Still crashing with the latest Nvidia drivers. Twice in two days. Yesterday it said DEP again, today there wasn't a reason given.

  • Once the bullet hits a zombie, turn off collisions for that bullet. In the example above I made the bullet invisible, and checked for visibility before the collision event would trigger. I think a better solution would be this:

    <img src="http://i.imm.io/1geoS.png" border="0" />

  • Tepoo

    It's a behavior, so you have to put it in the behavior folder instead of the plugins folder.