justintime0185's Forum Posts

  • Without the trigger once it would spawn a lot of items anyway I guess. With the trigger once it could be fine but maybe if the item gets destroyed and the bool toggles then it will also spawn a lot of items. The fix kind of depends on the design of the game but you could add a check if player is overlapping the spawn point. You could also think about adding timer behaviour to the spawn point so each has their own timer and if player is overlapping it then it doesn't start counting.

    Hey dude! I decided to go with the simplified approach.

    My spawning variables were too complicated. Think it would be better if I simplified that bit of code without on/off variables.

  • And actually that makes a lot of sense. That could be the problem.

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  • That's a good idea. I haven't played with the timer behavior yet.

  • I have put a system in place where an object spawns every 24 seconds.

    The only thing is, there is an exploit that could be found here.

    If the player were to jump into the item spawn at the 24 second mark,

    the player gets a bunch of the items all at once.

    I tried making it spawn 'Once while true' but that doesn't seem to work either.

    Got any ideas?

    The other bit of code is whether or not the spawn is 'On'. I've made it so if the item it spawns is overlapping, the spawn turns off.

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  • Hey, man. Thanks, but I tried that.

    I fixed the issue, already. Used 'On Collision'' instead of 'Is overlapping'.

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  • Hey, so I've already posted something similar for assistance but I'm afraid that its too much of a clustered post.

    So, I recreated a more streamlined version of my problem.

    I'm trying to have the enemy move back and forth between places unless the player is in line of sight. If the player is in line of sight, the enemy will chase the player.

    I have created two objects that tell the enemy to move back and forth to locations.

    That part works fine.

    Its when the player (Green) interferes, and the chase ensues, that's the issue.

    It seems to get stuck on solids instead of listening to the trigger that I put.

    Especially if the player goes right against the block, and leaps over.

    The enemy is supposed to listen to the triggers once the player is out of sight.

    Why isn't this working?

    I feel as if I covered my bases, but surely there's something I'm missing. :/

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  • Thanks. I figured out what I did wrong.

    I accidently put some of my entities in the UI layer which is what caused it to bug out.

  • I tried setting my UI layer parallax to 0,0 and it won't work.

    It only works when its set to a value higher. But, only slightly as eventually the UI lags behind.

    Tried anchoring, but I'm trying to program touch controls, and the delay makes it look weak and possibly feel weak.

    The buttons and the controller background are supposed to be apart of the UI.

    Tagged:

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