lionz's Forum Posts

  • Flying sharks should be a feature

  • Functions are bad for picking. For the first problem area, you'll need to move the events up to the for each for it to refer to each isotile in turn, assuming that's what you want.

    For the second problem area where it's in a function within a function, you can send the isotile UID through IsoSort as a parameter, and on IsoSort function reference IsoTile where IsoTile.UID = function.param(0). As it stands, it does not refer to any particular IsoTile.

    And just as final clarification, it runs everything in the for each loop first, so runs through those isotile creations, then moves down to event 24 and beyond without any specific isotile picked. Not sure on what the logic is doing, specifically the meaning of the perspective variable but that should hopefully give you some idea.

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  • Are there other killer objects than the one you are creating in that event? If not then you're picking objects that are not created yet. Create them first then pick them and move them with the button press.

  • What's 'On completed', AJAX? Do you know for sure it has completed, did you try other actions to verify?

  • That's correct, let's see a screenshot of how you set it up. The order is on start of layout, sub event : pick random instance of marker > action : set player to marker.

    If you have the actual event set up correctly then the problem could be with a number of things, maybe the markers haven't been created yet when you go to pick one etc.

  • Oh right, well that should be fairly easy. This project uses some kind of wait of 0.33 seconds then stops the player, take out the wait and you will move constantly. As for stopping by a wall, you can copy the logic the ghosts are using for checking they are offset against a wall and apply it to the player. If you understand the project file then should it be fairly easy to tweak.

  • The pacman template is just like the pacman arcade game and moves on a grid, you are looking for a workaround to accomplish what exactly?

  • You can use line of sight to detect when they are approaching each other and based on their angle have them start adjusting their angle slightly away in either direction. You could also do an overlap at offset check and if they collide then have them start angling away in either direction, or you can use vector Y to move them up or down the screen to avoid each other if that doesn't look too weird. I wouldn't use pathfinding for this.

  • My only experience was with those 3 roles where I was the back end and kept the capx, while the artist sent artwork with correct dimensions etc so he only needed to see the end product and demos for review. The level designer exported tilemaps as json which I imported and set with an array, so only the programmer needed to work on the master file. That was with a tile-based game though.

  • You'll need to use instance variables on the spawner object itself rather than a global variable. You have spawner.var is the count of enemies spawned. If one has LOS and spawns an enemy then add 1 to spawner.var, with the condition that spawner.var is less than 5.

  • Instead of making them spawn on the original position of the spawners, make them spawn on the current position of the spawners.

  • What is not happening that you are expecting to happen? Also for less risk I would use global variables instead of instance variable on the player object for any inventory.

  • Depending on what side you are getting punched from you set player vector x to player.x-50 or player.x+50 to move the player (the 50 is a random value of distance), and I guess you lower the deceleration so they appear to glide rather than abruptly stop.

  • You can alter 'playback rate' in the audio object.

  • Do you have a video of the gameplay?