Oakrest's Forum Posts

  • 14 posts
  • It took me a couple of minutes but I found what I assume what you were talking about.

    Everything seems to work fine now. Thanks for pick of your brain.

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  • The spawn count limit is working correctly for the upper/top spawn zone. The other zones not so much

    My Code

    I killed a whole lot of enemies in the top zone and all the other zones started spawning enemies.

    and when I killed all the enemies in the other zones but nothing spawned

    And with the pick conditions. I was just trying out the system ones because I wanted to see if they would do anything different and also seeing if the it were possible to put the self thingy in their.

  • Didn't completely fix the problem. Although it now check whether the enemies did come from their unique spawn zone it still Adds and Subtracts from a shared 'spawncount' variable.

    My Code

    In this examples case i killed all the enemies in the other spawn zones and left one alone. End result was the the spared zone ended up hogging all the spawn count.

    In this example I got the spawn count to 2 and then all the spawn zone spawn in a enemy at once resulting in 6 enemies(one spawn on top of another that's why you cant see it.)

  • My goal that I wish to accomplish is that I have several spawn zones across the map that each one can only spawn 3 enemies. After enemies are killed inside these spawn zone a new enemy will be spawned after say 30 seconds to replace them.

    However I've run into a snag. I got most of the basics working however when a enemy at another spawn location gets killed all the other spawn zones will spawn a new enemy if their timer is ready.

    I know its a issue with how I set the "spawn count" variable but I'm not sure how to fix it.

    Here's a demo I cooked up to to show what I mean

    https://drive.google.com/file/d/13DdHPzXP-SJOMUyKwhxLM8eBOS3p8bCi/view?usp=sharing

  • Changing the z scale in the editor to regular really helps working this out.

  • Finally figured out the problem. My Textures were warping. For some reason Texture X/Y was by default was -1.

    I found a good demo of Mesh Z Elevation here:

    https://www.construct.net/en/tutorials/using-3d-construct-2746#Mesh_Z_elevation

  • I feel i will understand better if you send me an example. Can you please send me an example of what you did in your first example but using set mesh points.

    I've tried using relative position but that ended up with the whole sprite disappearing and a whole lot of other stuffs.

  • I don't think I'm getting the right column and rows.

  • I Tried Fiddling around with this but I didn't have much luck. The sprite would distort or fold in on itself.

  • Could you do the same with the set mesh point action? Or is there another way I can do this with out changing each individual sprite.

  • Thanks kind person who I can only assume the epitome of human perfection, as handsome as the heavans and has intelligent and wit that could outpace a whips crack.

    This looks exactly what I need. I havent a had a proper moment to test it out but this looks to be what I was looking for.

  • I dont think thats quite what im looking for. Editing the mesh that way only 'squishes' them and doesnt change their pitch.

  • How would I go about changing the pitch of sprites to about 60 degrees. I'm sorta making a popup book style game. The only solution I can think of at the moment is use a 3D wedge as a placeholder of my sprite. However I feel that isn't the best solution. The wedge only 30 degrees.

    I also so on another post where the person put the sprite into a family and did some black magic with mesh.

    Can some handsome and intelligent person help lil 'ol me out with my small problem.

  • 14 posts