Minor's Forum Posts

  • I've not checked the .capx so haven't looked at your exact events.

    Why not cheat a bit. When the first AI car gets to the next waypoint why not set every other AI cars next waypoint that way you can easily avoid picking a used waypoint. You may have to track waypoints differently by having a current waypoint/next waypoint system or maybe storing them in an array.

    Again haven't checked the .capx but this would be the sort of system I'd use.

  • Cool game!

    quote]

    :D really fun game buddy! Great unique concept!

    Definitely beaverlicious!^^

    Thanks guy's. I tried it again myself and was surprised it runs quite well considering it's age. I got 17 hearts but there wasn't any slowdown.

    Looking back it was probably created with Construct 2 R61 or R62.

  • Can't believe I made this 3 years ago doesn't seem that long ago.

    If I remember correctly I stored the player's position in an array. When an echo is spawned it starts a timer that adds to a instance variable then I used that variable to get the player position in the array.

    That's why the game preforms badly, that and Construct 2 & HTML5 where pretty new at the time. If I looked into it now I could probably get the game to run better as Construct 2 & HTML5 have come on leaps and bounds.

  • In event 2 use "Set Highscore" to int(Storage.LocalValue("Highscore"))

    NAN is "Not A Number" if you just use (Storage.LocalValue("Highscore")) you are getting the value as a "string" and not an "integer" .

  • I use MoveTo by Rex it's a really useful plugin and would be a great addition to Construct as an official type behaviour.

    About the AI I made a basic game prototype some years ago in Construct Classic using waypoints. I didn't get too far but my main plan was multiple waypoints for each "section" of track that the AI could choose. Each of these waypoints could also change the AI top speed, for example if a waypoint took the AI too wide on the track I would slow them down as if they needed to break hard.

  • Something like this?

    [attachment=0:3a1lxuw9][/attachment:3a1lxuw9]

  • I had a look at your capx and without re-downloading it I remember that "Total.Text" is actually the string "SAVEDCASH" that you typed in the textbox properties. Using what Jayjay has suggested "Total.text" has to be a number and since you never actually update "Total.Text" in anyway it will always be "SAVEDCASH".

    Here's a method of what should work, not at my computer with Construct so can't double check.

    Start of layout 1 (where you tested for if webstorage existed)

    Set "Total.Text" to whatever is stored in webstorage with the key "Total" if there is no "Total" key set "Total.Text" to 0.

    Then in the layout where you added the score when you end that layout (can't remember how you did that) use Jayjays method.

    WebStorage set local key "Total" to "int(Total.Text) + int(Cash.Text)"

    Personally I would use a global/instance variables for any numbers that need to be added together rather that what is stored in a textbox but that's just me. Also I would highly recommend updating Construct to at least the new Stable, you said you were using an older version, updating would be much easier for people to help you in the future by providing small examples. I fixed the capx the other day but deleted it when you said that an example would be no good

  • Construct will never run the "set position to" event because it goes to the new layout first. Even if you put the event before going to the new layout it still won't work because it will move your position in the current layout.

    You'd have to set the position using the new layout's event sheet using "start of layout" events. It might also be better to store the position you want to start at as "global" variables especially if moving back and forth between layouts, so for example when you collide with your trigger:

    Set global variable startxpos=1066

    Set global variable startypos=603

    Go to layout "Room 2"

    And in "Room 2" event sheet something like:

    Start Of Layout

    Set position to startxpos & startypos.

    Obviously it's pseudo code and not the exact events but you get the idea.

  • To subtract you have to enter an expression like this.

    Set Width to

    lifehearttiled.width-24

    this get the current width and subtracts 24 from it.

    To get this simply highlight the box where you enter the information. Click the object you are referencing in the

    "Objects With Expressions"

    pane and scroll down until you find width then double click it.

  • There are a few roguelike examples on the forums. I think I've made a couple so it could have been one of mine.

    In the example you used you say that the collisions are wall sprites. Why not just change this to check for a collision with your solid walls tilemap?

    8Dir movement is designed for pixel by pixel movement, to get it to move tile by tile would need you to make the keyboard events yourself anyway because default controls won't let you do it, so I think the example is the best way to go here.

    Setting up your own keyboard basic controls takes only a few minutes and gives you a lot more control over you player. Plus if you add any other controls such as a magic/attack you would have to use use the keyboard object anyway.

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  • Quick example. Ignore start of layout stuff that is just a quick way for me to populate the array with names.

    [attachment=0:1ygme43h][/attachment:1ygme43h]

  • Fixed

    HERE

  • Think this is what you are after Zacros

    [attachment=0:13mr2g7j][/attachment:13mr2g7j]

  • I think this is the type of thing you are after.

    [attachment=0:2ch47zfd][/attachment:2ch47zfd]

  • Here you go.

    [attachment=1:bibxagvw][/attachment:bibxagvw]

    [attachment=0:bibxagvw][/attachment:bibxagvw]