Sestenes's Forum Posts

  • Just set Mouse: set cursor to None, and then have a sprite follow your mouse.x and mouse.y every tick.

  • This method actually doesn't work very well, heh. Any other suggestions?

  • Wait, I figured it out. I just set a global variable to capture the UID of the most recent tower placed.

    Then I set up an event that, on Pathfinding failed to find path, pick the instance of the tower with the UID stored in the variable and destroy it.

    Then have your creeps find the path again.

  • I too am looking for a solution to this problem.

    The other option is to prevent the player from putting down a blocking tower at all. In this case, just before you actually place down the tower (once it's been verified for position, cost, etc.), run a pathfinding action to see if a path is possible once the tower would be theoretically placed down. If it's not possible, prevent the tower from being placed.

    GeometriX, can you offer a suggestion as to how to solve the problem the way you suggested? How do you place a theoretical tower so that you can run the pathfinding test on it, without actually laying down the tower?

  • Damn, I was hoping to see a build. I had a similar idea and found this thread from googling it, heh.

  • FIXED IT!!!

    Upon further review I found that I had to place the following into my php file....

    "header('Access-Control-Allow-Origin: *');"

    Sorry... I'm used to working with flash. A lot of this is new for me.

    Thanks!

    I had the same problem and this header declaration worked for me too. Thanks for sharing!

  • Very clever. Thanks for the tip.

  • Love the alpha build - great game so far! Are you going to introduce gamepad controls? I'm tempted to map a controller to my keyboard just to play it that way.

  • Thanks for the tip about tokencount('string','token'). One oddity I've noticed is that for some reason I'm having to set the result to -1 in order to get an accurate count. Weird, but it works.

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  • Lots of great looking games in this thread. It's hard not to be discouraged.

    I'm still quite a newb, but I thought I'd share what I've got so far in my RPG Dawn of Days. It's still very early in development, and I don't know what I'm doing yet!

  • Thanks for the fix! This is a great addition to C2

  • Sestenes

    Sorry, this sample capx is too large. You might provide a segment of text which had bugs.

    Sorry about that. Here is a simple capx that illustrates the bug.

    Both buttons "Plain" and "Styled" just append a simple string: "More text more text more text more text." The only difference is that the "Styled" button uses a tag text class to make the font color red.

    You will notice that after you use the "Styled" button at least once, then when appending additional non-styled text to the tag text object there will occasionally be an odd line break that is clearly not a part of the event sheet logic. Just press "Styled" once, and then "Plain" a few times to see the problem.

    Cheers, and thanks for looking into the problem.

  • [quote:5ie6wdu0]@rexrainbow: Could you please provide a sample capx? So I could fix this bug by this capx.

    Here's a sample of the problem I'm talking about. To see the problem, just load the game, select "Continue Adventure", enter any credentials you want to start playing. Use the arrow keys to wander around (don't go into the town unless you need to visit the inn) until you get into combat. In the battle screen, you will notice the extra line breaks when either you or the mob scores a hit. The text class I'm using is <class='red'>, and the style is just that, rgb(255, 0, 0).

    I defined the class on the "Styles" event sheet, and all of the other relevant code you'll want to see is on the "Ev Battle" event sheet. You will notice that I replaced the old txto_battleLog text object with one of your Tag Text objects, and called it txto_battleLog_NEW. Lines 47 and 50 are where I invoke the "red" class. On those same lines I have disabled versions of them that don't invoke the class. You can see for yourself that when you don't invoke the "red" class, there are no extra line breaks, but when you do there are.

    I assure you that the Tag Text object is plenty wide; there is ample room for the appended text (most any of the lines that may pop up shouldn't need to word wrap).

    In the sample screenshot you can see the extra line break I'm talking about, but oddly enough it doesn't always appear in the line where I invoke the "red" class. Sometimes it appears later in the text block. In the "Ev Battle" event sheet you can see that every combat round I append lots of separate lines of text, depending on what happens. So sometimes this extra line break appears further down the text than where the "red" class is invoked. Really odd.

  • My only complaint is if the text block has line breaks after a class. It seems to randomly add an extra line break. Hmmmm...

  • This plugin is a lifesaver. I was so disappointed when I discovered that C2 couldn't do this natively. Going forward, all of my text objects will be TagText objects!