thedude1693's Forum Posts

  • > For some reason your game does not work on my crappy PC I have here, so I cannot test it but hope this will work. Also your game is HUGE, 22mb, I would recommend compressing some of the music.

    >

    > Problem is that you have not designated your car so game is using all cars available.

    > One solution would be to create global variable which will store "license plate" or "UID" of a driven car. (as I did between line 43 and 44 on this picture and called it carUID)

    >

    > Then when you enter the car you will have to put its UID into that variable (last action on line 44)

    >

    > Then you will have to pick said car by that variable before you do anything with it. (line 38 and line 46).

    > Also in every other action where your driven car is doing anything, it will have to be picked same way.

    >

    > Hope it works now.

    >

    How exactly do I do the pick car with UID thing, it doesn't show up at all in my list.

    EDIT: I've figured it out! Instead of doing the pick instance with uid thing, i used "pick car where car.uid = carUID" as a substitute.

  • For some reason your game does not work on my crappy PC I have here, so I cannot test it but hope this will work. Also your game is HUGE, 22mb, I would recommend compressing some of the music.

    Problem is that you have not designated your car so game is using all cars available.

    One solution would be to create global variable which will store "license plate" or "UID" of a driven car. (as I did between line 43 and 44 on this picture and called it carUID)

    Then when you enter the car you will have to put its UID into that variable (last action on line 44)

    Then you will have to pick said car by that variable before you do anything with it. (line 38 and line 46).

    Also in every other action where your driven car is doing anything, it will have to be picked same way.

    Hope it works now.

    How exactly do I do the pick car with UID thing, it doesn't show up at all in my list.

  • You have to pick the right car with condition beforehand. Can you post capx or picture with code where car entering is managed?

    Here is the .capx.

    EDIT: Cant post links, i also can't private message. How shall i do this?

    EDIT 2: Now i can actually post links, here's the CAPXhttps://docs.google.com/uc?id=0Bx4FI3LqqX93WV9mY0J5T1d0dm8&export=download

  • The way I have it set up is that I enter the car, and it destroys the player and pins the camera to the car. When I leave, it spawns the player nearby the car and pins the camera back to the player. If I have multiple cars, it will pin the camera between the two cars, and then control both cars. and when i leave that car, it spawns multiple player objects. How do i prevent this?

  • Use System Condition to test how many enemy objects are there.

    From

    [quote:334s1cgo]

    Compare two values

    Compare any two expressions (which can either numbers or text) with each other. They can be compared as Equal, Not equal, Less, Less or equal,Greater or Greater or equal.

    Assuming EnemySprite is your enemy's sprite's name, you could refer to the Count variable of the EnemySprite.

    For example, with the above system condition, you could put EnemySprite.Count in first expression and the number 100 in the second expression. Then, compare these two expressions as "< less than".

    This means, whenever EnemySprite object is less than 100, the condition will be true. You could add your action to spawn more enemies in this condition here.

    This doesn't seem to work, it will just spawn the 100 enemies in the first "spawner" object i meet. When i add a timer condition for every 60 seconds or more it just crashes the game.

  • The way I have my enemies spawn is I add a spawn object that creates an enemy and destroys the spawner when you're within range of it. It allows me to have many enemies in the "level" without the pathfinding and other things destroying the frame rate. How do I make it so that when I'm not in the area for a certain time (3-5 minutes) it respawns the spawning, while preventing it from eventually spawning thousands of enemies. Sorry for the terrible explanation, It's hard to describe how it's set up.

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  • Add a condition to the original event that basically says if the bullet collides and the dying animation is not playing subtract 1 health and destroy bullet.

    So you'd basically want this kind of thing:

    You can right click on a condition and say invert to mean "not doing this"

    Hope that helps

    Thank you so much for this! I really should've thought about animation conditions!

  • The way I have it set is that when the bullets collide with the enemy, it removes 1 health from the enemy, and destroys the bullet. Once the health is 0 for the enemy, it plays the death animation and destroys the object. But when the enemy is playing the death animation, it still destroys the bullets. How can I fix this without making it so when the death animation plays the bullets do not destroy on that object instance?

  • I'll try that later unnatural20, thank you so much.

  • Sorry for the late reply. But the tiling effect is when you tile the same sprite over and over again and makes it sorta like

    this effect. (Obviously i have much better grass, but i drew this real quickly to explain it. I want to make it so that each "Tile" in the tileable background will be different. Like invert it, and flip it around to get rid of that effect.

  • You know when you make tiled backgrounds of things like grass, and once you actually use it, it has that weird tiling effect. Is there a way to make it so that each tile will randomly rotate and flip itself to not have that effect?

  • I draw the sprite in the built in sprite editor and it looks crisp and good. But in game it just gets blurred to bits.

  • Thank you so much alextro, i went from lagging at 50 enemies to being able to hold over 2,000 and have it run fine (until i go into that area, of course.)

  • I want to have a large (openworld?) game with lots of enemies. But I cant figure out how to make it so that they don't draw and waste cpu power when not in view of camera. Is there a way i can do this?

  • I've been trying for a while to get an a.i for my enemies but i can't seem to do it. If I use the pathfinding way it has like a 5-30 second delay before it does anything then just walks around my position like it's in orbit. I'd like it to walk around walls and shoot at me. Anyone got any tips?