Radiowaves's Forum Posts

  • Depends. In my experience its hassle to choose random sprite, need to use variables. So I just name my sprite animations "name" & 1, so I can switch and call them whenever I want to.

    This way you can have several walking animations for different characters etc.

  • We (I and some other friends) built a multiplayer platform-shooter a while ago. OFC it was 24h challenge and therefore quite messy, the multiplayer itself worked. Problem was that phone connections are usually not up to bar and syncing all animations and positions can be tricky. I suggest more simpler approach or turn-based game.

  • I have a function that checks some objects at random coordinate, if its true, it does something and thats it. Else it calls that function again.

    But this creates a recursion error. Why is it so? If it calls itself again, the previous instance of that function should end, no? What am I not understanding here?

    Basically I check if there is tile on tilemap. Since there is no "check if there is tile" command in C2, I just check the tile state. Inverting the tile state check can do some funny things sometimes.

  • Umh, I get a random cell. But what I want is a random cell from the cells that contain value "1".

    I tried just picking random cells and see if it contains value 1 or not, but since it is in "while" loop and does not get 1, it goes nuts and crashes.

  • If I have a 2 dimensional array that stores 0s and 1s, how can I pick random 1?

  • OK, I admit at this point I am confused.

    I have 2 instances of object A, and like 50 instances of object B.

    If object A has variable set "active", I want it to check if its next to object B.

    I did it your way now, like this:

    Object B is checked (applies to all object B-s) if any object A is at given distance(s), if it is then apply animation to object B and change variable on object A.

    Nothing happens.

    In that, object A is only concluded in expression, does the order chain still apply in that case?

  • One way to solve this is by using invisible sprites which overlap, but I'd like a bit more cleaner approach, without using object families and such. Array is also an option, but that would be quite a mess in my situation.

    Basically I want a sprite to check if it has a specific object to the right, left, etc. For example platform behaviour can check if its by wall or not, I want to do this to a specific object/sprite.

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  • Bumping old thread again.

    The shown example works with keyboard, but whenever I assign it to: ... on collision with ->loop x times

    ... It does create x amount of bullets, but the angle is almost all the same. Its as if it doesn't read this event properly. Only on couple of odd occasions I have seen this work. Gravity is also 0, could this affect it?

    I could do this with particles (already did in other occasions) but I want the particles to do some damage.

  • You need the cat to jump to the circle thats nearest to exit layout?

    You could set *if* coordinates check for circle (Compare two values, system behaviour). If its near to something, pick it. If there are many, then do another pick and pick nearest to the cat. No?

  • You could do grid movements with plugin called (chess) board by Rexrainbow.

    One tutorial is here but a bit old: https://www.scirra.com/tutorials/864/board-movements

    Last time I checked he has isometric, hexagonal and square boards witht the movement built in (maybe need some behaviours).

    https://github.com/rexrainbow/C2_plugins

    But I would do move towards angle with certain speed and then stop the action when the position has been captured. If there is no direct control of the player, then I wouldn't use solids, the grid could be done as an array or tilemap. You could check for tile or array value for each position.

  • Or you could pick circle nearest to cat, store its position and move the cat to its position. Jumping movement is another story.

  • From what I am understanding from your picture, "else" command isn't even necessary.

    It triggers only when both Tentativo and Punteggio are checked accordingly.

    Text is resource intensive, so I would just have one text and change text of it.

  • https://dl.dropboxusercontent.com/u/27336815/array.capx

    I tried it, but Array is backwards. There could be even simpler solution but so far I haven't found any. Array lacks some events in my opinion.

  • I get this too. Although I use Comodo Dragon, that is more secure and supposedly more stable than original Chrome.

    It has caused me some frustrations during development. I am not sure if its Chrome or actual HTML-5, or HTML-5 in Chrome. HTML-5 still has loads of issues, Flash was more stable in my opinion.