jobel's Forum Posts

  • you could do that, but seems like you could somehow store the direction, so you don't have to check what it actually is.

    you could have a an invisible sprite with 4 instantances that represent the health bars, give them an hp variable and set them up in their perspective angles. Then pick based on lowest hp and then take that one's direction/angle.

  • min(player.forward, player.right, player.back, player.left)
    

    and if you have those instant variables on an npc you can loop through them with a For Each.

  • also you should put the Enemy and the EnemyDot in a container, that way when you destroy the enemy it automatically takes the dot with it.

  • I don't totally understand what you are trying to do, but honestly I always use the CSV plugin to create little databases for my games. Especially if you want to carry over info from other layouts etc.. the CSV plugin is simple to use, you can look up using field names etc... you reference it very similar to an array but with the field names: CSV.At("score",player_id) and you can modify the table just as easy.

  • What you are getting is the "machine gun effect". Wait doesn't effect when overlapping happens so this event is triggering 60 times per second.

    footstep_speed needs to be in the Event

    EVENT: 
    Is overlapping
    Bullet_speed > 0
    AND footstep_elapsed_time <= 0
    
    ACTION: play sound
    ACTION: set footstep_elapsed_time to X
    

    then in a separate event make:

    EVENT:
    if footstep_elapsed_time > 0 
    ACTION: 
    Subtract dt from footstep_elapsed_time
    

    Or another way is to say... do this Event as long as this Tag"footstep" is NOT playing, but I would assume you'd maybe want some overlap? conceivably all your footstep sounds are not the same length.

  • I was trying to figure this out a while back...

    it somewhat works.. not really though..the scrolling is wrong on the minimap. The calculation for the minimap has to be related to the parallax somehow.

    here's what I got:

    drive.google.com/open

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  • something like this?

    drive.google.com/file/d/1UIqGynqimvxtalOCAvd_f-14ZWNnlPl6/view

    you probably want to add a cooldown so the player can't spam the [space bar] or instead, only let them jump again once they hit the ground since your jump strength changes..

  • Ashley

    Else doesn't make any sense after a loop. I don't know what you'd expect it to do or even how you'd define what it does. A loop is a procedure, not a condition, so it's not applicable to ask if the condition was met.

    well you can maybe see why one would think it might work if the loop is in a condition like my screenshot earlier in this thread. Because A) Else "runs if the previous event did not run" and B) the editor allows it

    if it's invalid the editor shouldn't allow you to add it. The Else should turn red like it does in other invalid situations.

  • GeorgeZaharia

    condition 2 (should replace else ) and pinpoint what would be the desired condition here, like if loopindex("testloop") total loops equal to zero matches to textcheck then trigger error.

    well no I can't do that because the code really goes to a down arrow for a UI selection..I'm looping through a table(database) to find the next item, if it finds one, you stop the loop, if it finds none it needs plays the error sound because there are no more.

    the 2nd example with the bool works fine.. I just wanted to know if I could use else. I know it doesn't make sense programtically, but the editor lets you put the else there and to me it would make sense for it to work since else is really only: "was last statement true"?

    thanks..

  • oosyrag no problem, I was assuming you were right because you usually are!

    GeorgeZaharia

    here is what I was testing:

    I can always do this (which works) but I just like the else

    Ashley can you confirm Else doesn't work for loops?

  • GeorgeZaharia but the above event does trigger, it just gets stopped prematurely with Stop Loop. Yet Else still executes.

  • AllanR well in a thread a little while back oosyrag was helping out with a grid system.

    https://www.construct.net/en/forum/construct-3/general-discussion-7/random-board-generation-arrow-143655

    oosyrag

    The Else event will only run if the previous event did NOT run (meet conditions). So if none of the spots checked in the first loop were valid, stop loop would never have run, and the following event will run. If the first loop did execute, then the else event would not.

    The assumption there was that Else would work if a loop never found anything. I actually could have sworn it worked then. but I also recently tested it and I think the else still fires with the stop loop.

  • if you are looping and you want to stop the loop, you use the Stop Loop Action. I thought if you put an ELSE to that loop it will trigger if nothing passes the loop condition, but in my tests it seems Stop Loop is causing the Else to fire even though something passed the loop condition.

    Limited info in the doc:

    Is there a built-in way to know if nothing was selected in the loop? or do I need to set a bool inside the loop?

  • I never knew 'D' was the hot key? honestly I never looked.. but that will make things a lot easier thanks!

  • Here is a link to when someone asked a couple years ago.

    It's easier in C2 since you can use Paster/Canvas plugins..

    construct.net/en/forum/construct-3/how-do-i-8/create-24-player-splitscreen-129415