SuperV's Forum Posts

  • Insta-win

  • Made for Toxic Milk logo Competition " http://ranmanpro.com/namelezz/toxicmilk/forums "

    This will be used in our scary/violent games.

    Tools used

    * Artrage 2

    * Paint.Net

    Time Spent

    * 35-45 Minutes

    <img src="http://img37.picoodle.com/img/img37/4/5/4/f_toxicmilknom_597373b.png"><img src="http://img28.picoodle.com/img/img28/4/5/4/f_toxicmilklom_c0d7cad.png">

    --- Updated ---

    <img src="http://img30.picoodle.com/img/img30/4/5/4/f_toxicmilklom_74341e9.png"><img src="http://img37.picoodle.com/img/img37/4/5/4/f_toxicmilklom_9413bd2.png">

  • Oh God I love these threads.

  • Good luck, Ash. You won't have any problem.

    You are a genius.

  • There's no way to fix this!

    If I do like this :

    ---

    Every Turret('Rate') ms = Shoot Stuff

    ---

    The turrets shoot at the same rate, because they're istances, not different objects.

    =======

    If I do like this :

    ---

    Turret, On Shoot = Shoot Stuff

    ---

    Construct doesn't recognize the istances, instead, when a turret shoots, the others do the same thing!

    I can't fix it, unless you suggest me a workaround, or Ashley makes the Turret behavior istance-friendly.

  • I can't do anything about it. Debugging it reveals that the reload times and the variables are right, but the last placed turret shoots like the first placed one! I think it's Construct's fault, and my .cap could even be bugged D:

  • brandonz.net/projects/zscreen

    <img src="http://www.umbc.edu/oit/images/printscreen-keyboard.jpg">

    But exporting to text would be nice.

  • Nice! Now where's my fixed Tower Defence XD

  • Isn't there a way to calculate the angle as normal, but flip the sprite graphically after the calculation?

  • Try Construct 3

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  • I looked through the cap for like an hour, but couldn't find anything. I tested stuff, I did lots of changes, but the problem is still there

  • You shouldn't have to do anything like that. Each turret keeps its own timer and fires at an independent rate, like in the RTS tech demo. Therefore, either a bug exists in the Turret behaviour, or something in your events is specifically breaking that. I suspect the latter since you can't reproduce it; if you simply spawn a bullet in an 'On Shoot' trigger, it will work fine, is that what you're doing?

    For the record, though, you can loop through objects with 'For Each'.

    It's probably my fault, but I can't find the cause of the problem.

    Here's the full cap.

    http://upload.namelezz.net/downloader.php?file=td16.cap

  • Crap you beat me to replying.

    Anyhow, if the variables are different then that means theres something wrong with your events. You may have to loop through each turret and tell each individual one to shoot, as you may be getting the problem that one turret is using another's variable. Thus it could be a selection problem

    Anyhow, its REALLY not that hard a problem to fix

    How to loop through all the turrets?

  • They shouldn't do, each turret is storing an independent timer. Can you make an example .cap?

    I can't reproduce it in another cap. In my TD, if I use the debugger, though, the values are always what they should be!

    Reload time is always 2 seconds, even if the turret shoots every 0.10 seconds!

  • Umm... After a few tries, there's still the same problem... How can I fix it?

  • Wow that's really good. Too bad it's not the official construct front page.

    Too bad? It's a really nice frontpage! I like it as the official one.