rekjl's Forum Posts

  • I'm not too sure about zooming with lerp cause I've never used it. What I used in the past was just set layoutscale - 0.5*dt and the opposite to zoom in and out. It was smooth and worked well enough for me.

  • You can do that by...using another global variable haha! But that is probably the easiest way. Create a variable called OnClicked. Set your other global to add 1 only if OnClicked = 0. Than when the player clicks on an object, set OnClicked = 1, that will stop your original variable from adding anymore.

  • I think you won't need to use "For" or "Each" for this. You could create a variable to record the monster's UID. I just tested it and it works for families too. So you can apply your events only on that monster by selecting its UID.

  • Magistross, thank you for that. Haha ya, I should really access the expressions list more often to learn new expressions. Thanks for the heads up.

  • AllanR, wow thank you! That was so informative! Haha it is great to learn something new. Again, thanks, much appreciated!

  • AllanR, sorry but I really don't know where to find the PickCount. I've created a really simple capx, hopefully you can take a look and show me how to set it up? Would really appreciate it.

    https://www.dropbox.com/s/8x744t38ixrs3tk/Test01.capx?dl=0

  • jeebroniz, yes there is a z-order in c2, it is at the bottom part of the events in each object's event box. I can't really say much about it cause I am actually just starting to make use of it now.

    AllanR, thanks , I've never used the PickCount before so will give it a try, and report my findings back here.

  • I would like to have 1 object, with lots of instances of it on the layout. I want to make it so that when the player touches one of the instances, and there is no other instances that is overlapping it and above it in the z order, only than will it be destroyed. Sort of like throwing a bunch of cards on the table, and you can only pick those that have no cards on top of it.

    Since I would like to use just one object, I was thinking of comparing the z order between the 2 instances if they overlap and check if the one touched is higher in the z order. Problem is I am not sure how to get the UID for the overlapped instances.

    Or is there a better way to achieve this effect?

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  • Sorry for the late reply. Great to hear that! Have fun!

  • https://www.dropbox.com/s/kp28stmvghho5gb/TEST%20TEST2.capx?dl=0

    Is this what you wanted to achieve?

  • Honestly, I don't see anything wrong with it Solomon. I tried recreating your events and it worked correctly, with the object creation being random. I'm afraid you'll need to show more screenshot, or better, share a capx. It doesn't need to be your entire game. Just recreate the parts that are causing you an issue, than test it out if indeed the problem still persist, share that capx with us than we will be able to help you out.

  • It is hard to tell without looking at your events. Can you share the capx or screenshot of your events so everyone can better look at it.

  • korbaach, thanks for that! That was what I was looking for. Much appreciated!

  • Let's say that I have 9 different objects in the game. And I want to place them randomly on a 3x3 grid, and each object can only be represented once on the grid. What are the most efficient ways to do this?

    I tried creating a 3x3 grid of dummy objects, and on the start of layout, manually set each object to pick a random dummy object as its location and delete that dummy object, but it only worked well for the first few, after that they weirdly overlapped each other.

    I was think maybe an array, but I am having problems with that as well as I don't know how to remove a number that has been chosen from the random event.

    Would greatly appreciate any help and advice or even if you think there is a better approach to this.

  • The color scheme is beautiful. As for the eyes, may I suggest a simple solution, enlarge the iris until it is roughly 70% the size of the eyeball. Also increase the specular inside the iris and if possible, give it just a little bit of blur.