LittleStain's Forum Posts

  • Why use the list object for this?

    If the quest starts when the pistol is added to the inventory it seems unnescessary..

  • you could use the xml-object

    https://www.scirra.com/manual/139/xml

    or just put the data in an array or dictionary..

  • I'd use an array for this, maybe even put it in a container with the character..

  • There are multiple tutorials on how to use arrays and many examples in the forum..

    The saving part is done as described above..

  • That's exactly how it is, except in my case, I have the bullet to fade out upon colliding with the tilemap, which causes all fireballs on the screen to fade out. Any ideas?

    (it gets destroyed after fade-out in the behavior settings)

    There seems to be something wrong with the picking..

    I'm guessing you are setting a variable on collision and checking this with a system compare action, which would be the issue..

    Please share your events and/or capx so this very simple issue can be solved..

    (by the way, ofcourse you can use uid with created objects)

  • I'd like to know how could I apply probabilities in c2. For example, i have 20% of getting the value 1 Or 50% of getting another value and so on. The reason of this is that i need to create something random but in the same time control this randomness. Also Will be usefull when i add critical strike chance to the character.

    Thanks.

    Edit: I thought about using the random expression and use numbers from 0 to 100. Like if random(0,100) <= 20 then i have a chance of 20% of doing something. Is this expression reliable to do such thing?

    That could work, but you could also do something like:

    Choose(1,1,2) where you'd have a 66.6% chance of 1 and 33.3% chance of 2

    Choose(1,1,2,2,2) where you'd have 40% chance of 1 and 60% chance of 2

  • What you want to use is variables..

    you can make your calculations on them and then set the text to them..

  • > Well, like in the bulletevent, you should check if you're not at the last node, because destinationnode+1 doesn't work there..

    >

    Well, for flexibility, I'd need to tell it "the last node" or something, I can't use a fixed number because I'd have to manually change it for every track I used this on. I can't see anything under pathfinding where I can condition this?

    The flexibility you are talking about is already implemented in the events that set the bullet-behaviour, so that shouldn't be a problem..

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  • Well, like in the bulletevent, you should check if you're not at the last node, because destinationnode+1 doesn't work there..

  • Which part of this do you have trouble creating?

    I guess you should look at the auto-runner example, but instead of platforms you'd create the line..

  • Thanks for the reply. I was looking at the CSV2Array plugin as I thought it would let me download a CSV and add the data to an Array. But I don't think it works like that; I apparently have to copy my data and paste it into a small field. I have 1000 rows of words and sentences, and I wasn't sure if it would accept that much data. Do you know?

    UPDATE: I just tried to convert my data to .json but the array feature "download json" doesn't do what I thought it did. Back to square one. Maybe my first approach is still the best.

    As far as I know, you can request the csv file with ajax and use tha ajax.lastdata with csvtoarray to fill the array with the csv-data.

  • > You could also use choose instead of random:

    >

    > For animations

    >

    > > sprite set animation to : choose("animation1","animation2") etcetera

    >

    > For spawning at imagepoints

    >

    > > sprite spawn object on layer at imagepoint choose(0,1,2,3,4,5)

    >

    When i try to make a sprite switch to random animations i write in the words exactly like you did and i keep getting the error message "expression seem to end before here. are you missing something before it. Other then that the information was very helpful.

    You didn't write etcetera, did you?

  • Well, good for them mindfaQ , but that doesn't really help me with anything. I need a capx(or some screenshots) with how things would be done in C2 following the rules and example I gave in the first post.

    Ok, so these "fases" or "batches" are at the same time or at different times?

    It would be pretty easy to create a loop that would create a sprite animationframecount times and set each instance to a different frame..

    If they should be created at different times you might want to use that anyway and remove all the ones that have been created before, pick a random instance, etcetera..

    It really depends on what you want to do..

    How many members of the family are there and ist there a reason they should be created as family-memebers instead of creating them as sprites?

  • As explained here:

    Remember not to waste your memory

    A sprite of 1100 by 1800 px needs about 8Mb of memory if not put on a power of 2 texture (in which case it would take about 17Mb of memory)