oosyrag's Forum Posts

  • Try to avoid being too spartan regarding number of events - it generally has no discernible effect on performance, while usually having a clear effect on readability and coding time.

    Avoiding loops where they are not appropriate is a fair though.

  • Are you making duplicates of your tilemap object?

    You want to have a single tilemap object, and drag multiple instances to the layout view.

  • System spawn platform at choose(a,b,c), y - where a, b, and c are your x coordinates.

    Use a bullet behavior to scroll down.

    Check out the Vertical Space Shooter template that comes with construct.

  • I don't believe C2 allows you to take control of a client's system mouse.

  • First pick the highest, then save that value to another variable. Then in a sub event, pick all, then pick by conditions, and then you can use the saved value to compare against with a system - compare values.

  • Can you post a capx? Are you testing locally to rule out any network/routing issues?

  • So event number 9 is not running at all. Multiplayer.ListRoomCount cannot return a value until the room list has been received, but you call the request in that event. The second event will also never run because the request is never sent in the first place.

    Try using another trigger to first request the room list.

    Then, on room list received, repeat Multiplayer.ListroomCount times

    RoomList Append text Multiplayer.ListRoomName(loopindex) & " - "Multiplayer.ListRoomPeerCount(loopindex) & newline

  • The manual is pretty clear... Which part don't you get?

    You'll need an ”on room list" event, then you can get all the room information by expressions.

    [quote:3qv3qd8b]ListRoomCount

    After On room list, the number of rooms in the received list.

    ListRoomName(index)

    ListRoomPeerCount(index)

    ListRoomMaxPeerCount(index)

    ListRoomState(index)

    After On room list, retrieve information for a room at an index in the received list. The state can be one of "available", "locked" or "full".

    You can use a loop for loopindex from 0 to multiplayer.listroomcount to go through each room by index.

  • Pick all FireSprite

    FireSprite compare instance variable = fireID

    System compare FireSprite.pickedcount = 0

    Make sure this is a sub event of whatever destroys your fire in the first place. Otherwise, you may need to add a trigger once while true condition.

  • != means not equal to

    Is the blank space always at the front/back? Are you sure your array is default width 0?

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  • Ok I get what you are trying to do I think.

    In your case, if you don't need a specific route name, you can just use the x index as your "route number", starting with 0 (If you do, you can use the indexof() expression).

    Your conditions would include:

    Array for each XY

    System Compare two values Array.CurY = routeNumber

    Array Compare Current Value !=0 (because you don't have the same number of monsters per route, some cells will be empty, or 0 - you don't want those)

    The action would be:

    randomizerArray - Push back Array.CurValue

    (You only need one action because you are only pushing one value to the new array. The randomizer array should start out as 0 width, 1 height, 1 depth)

    Then use floor(random(randomizerArray.Width)) to pick a random index from the randomizerArray, and reset the array by setting it back to 0 width.

  • Oh I was replying to gearworkdragon actually.

    But basically you do a for each x/y on an array, which will run through each cell, and you can add conditions to specify which row or what content you are looking for.

  • I'm not sure I understand what you are going for... could you clarify? Here is an example of the method I described in my post.

    https://www.dropbox.com/s/osqgnnq4voogt ... .capx?dl=0

  • I thought DT already took time scale into account.