larrynachos's Forum Posts

  • ok, just uploaded the file for you to look at...

    Wow, you really went above and beyond, I can't thank you enough! I'm excited to dig through this capx and educate myself, you did me a great favor with the selection direction and troop indicators! I certainly don't use containers and families as often as I should.

    You really got me out of a tight spot, thanks again! I can't wait to jump back in and work on this game some more!

  • I've tried pretty much every variation I can think of and still can't get it to work. This doesn't bode well for my game :x

  • could you share the sample project for me to look at?

    I can provide the project file, here you go:

    drive.google.com/file/d/1Aef7Y12yIEIqwA36w27mE-bGuo_dN-Kh/view

    I think I'll probably have to max out at 200 entities (100 for each team, either tanks or troops), but I'd like to see how big I can get before my computer poops itself :D This is the first time I've attempted something this scale, and I want to make sure they behave somewhat realistically :X

  • your event 63 picks all the Ally_Troop that has line of sight to an enemy, but you should then do a for each Ally_Troop (like the event above to get them each to shoot rather than just an random instance the way it stands now, but that is not how I would approach this

    there are several problems with the events...

    Thank you for the help! I make an instance variable that sets itself to the UID of the enemy that the los condition found. I'm so close to fixing this, but still having one problem. I'll have a squad of soldiers targeting three different enemies, but only one enemy is picked to test the UID variable (so soldiers aiming at that particular enemy will fire, but soldiers aimed at other enemies won't fire at those enemies). I have the every tick and for every allytroop conditions disabled on event 63 because enabling them brings me back to only 1 troop shooting the enemy (I also tried adding a for every enemy at event 65 but it didn't change anything).

  • I'm working on an RTS game, and right now I'm running into an issue where my troops will aim at enemies but only one or two troops will fire at a time, while everyone else just sits around and soaks up bullets. My event sheet looks like this:

    I appreciate any help!

  • Did you forget to recall the key and set it at the beginning of your loadout? Do you have any actions that clear storage in your event sheet? Are cookies/caches not enabled in your browser? Have you used the same localstorage name for two different games? Those are the only reasons I can think of that your local storage would be resetting

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  • Pinned it down to the sprite font object. As found in this thread, temporary solution is to disable preview effects, but I don't want to have to do that all the time :( Please let me know if there's a better solution!

  • This isn't going away. Restarted C2, restarted computer. It affects old projects and newly started ones as well. I updated my installation to 279 last night but that fixed nothing. PLEASE HELP I GOTTA UPDATE MY GAME

  • Hello, I'm having an issue with the editor viewport severely skewing objects from their original positions (doesn't affect the preview). I've been having this problem more and more frequently in Construct 2 R279.

    I have an rtx 2070 with updated drivers

    youtu.be/ikkhdBdsMIw

  • CS2 doesn't crash when I undo with ctrl+z, but it will ALWAYS crash if I press the alt key twice. All too often I'll hit preview, alt tab to the browser page, then alt tab back only to discover the program has closed. It also crashes if I click off of an animation without naming it, and will sometimes crash if I double click in-between items in the event editor. This is really frustrating, as this program crashes more often than it used to. I hope the devs will fix it instead of just dropping support for CS2 entirely.

  • I just bought this addon from the store. I was hoping to make little challenges or games and then make AI try to play it. But I can't seem to even get started. All I wanted to do for my first test is teach a square with 8 directional movement to run through a maze. The dropbox link to documentation is broken, and I have no idea what I'm supposed to be doing with these input and output dictionary things.

  • Hello! I'm trying to update my game PIXLR so that if the host quits, the canvas is saved by the peers and they all reload the layout and try to connect again, creating a new host.

    When I close the host's tab, the chat on the peer's end say signalling: left room. However, when I try using the code below, I get an error from the peers still connected

    Multiplayer | On signalling left room Multiplayer | Disconnect from signalling server

    Multiplayer | X Is Host Function | Call Save(0)

    So the user disconnects, then in the save function I save the canvas to a global array, as well as toggle a global variable "migrate" to 1. Then I reload the layout. The first user to reconnect should be host, and I have an event where if the host has migrate set to 1 to call the load function and rebuild the level from the array data. However, once the layout reloads I get this error:

    Tagged:

  • I haven't tried what you are doing, but my guess is that the array download wont work from a website like that. You should try the Browser object, and then "Invoke download of string", and give it the array AsJSON...

    I will try using that method, but my problem isn't that anymore, it's that my array cells are empty instead of loaded with the JSON data I instructed it (see previous screenshot)

  • *screeching baby noises*

    haaaaaaaalp ;-; I still haven't found a solution

  • Bump because this is really frustrating. I had it working perfectly, I could save the tile array data file and it would be chock full of json data, but now it only gives me blank cells. Also, my problem with the release version not even downloading the file (instead, it just opens a blank tab in your browser) still remains. My code for this system is above, please help!

    Here is the version uploaded to newgrounds. Click the save button to replicate the tab issue.

    newgrounds.com/portal/view/730937