The_Krick_'s Forum Posts

  • There is an obstacle map, which all pathfinding objects can see. If you destroy an object, it does not change the path in their eyes, they can still see the object there. You need to regenerate the obstacle map whenever you change something, it's one of the pathfinding actions.

    Yeah, I ended up figuring that out on my own. Thanks anyways.

  • Not quite sure why this is a thing, but it is. For one of the tutorial stages of this shooter game I'm making, there are two enemies encased in breakable rocks. Upon breaking the rocks, the enemies should be set loose, and begin to chase the player. However, they don't. I had a theory, and so I gave it a test. I was correct. For whatever reason, even though the rock isn't there anymore, the spot where the rock used to be is blocking the enemies line of sight to the player. There is no object to block it, it's as if the rocks ghost is magically blocking the path. Any ideas for why this is happening?

  • Instead of

    I'm using a layer called "Lighting" of which is blackness covering the screen. I have a light sprite which creates the effect of lighting using "force own texture". But I'd like there to be a way for light to hit a wall, but only pass through a tiny section of it. Even if I need a tiled background to prevent the light sprite, it would be nice to know if I can make this happen.

  • So in my little tower defense game, there is a tower that can freeze enemies. "Freezing" the enemies just slows them down. I want to know if I can have the tower only target unfrozen enemies. This seems like it would be obvious, but I don't have a clue. Any help?

    If this helps, the "freeze" effect is handled by a boolean called "Frozen".

  • I'm making a sandbox based game, and using sprites for each tile would be too laggy. However, using tiles as far as I know would make things a lot more difficult. I want to know how I would make certain tiles drop certain items (sprites) depending on the tile id. 0 is grass, so I want a grass block item to drop from the tile when broken. I can provide the .capx file.

  • Okay seriously, and I NEED a solution.

    Edit: I resolved the issue by running as admin, however it says I'm using the free edition on steam, but it functions like the personal edition.

  • glerikud yes I did.

  • Yeah so, after setting Construct 2 to run as admin (steam version) Steam would act like it was always open no matter what. I uninstalled Construct 2 and reinstalled it, it absolutely refused to even think about what functionality is like. It would give me the error "Failed to start Construct 2". Only one forum post about it was found, and it didn't even remotely help. Nothing I did fixed it, and it isn't running as admin anymore. I have a game to finish, and a good 100 people waiting. I'm not going to wait for Steam to stop acting like a child, I NEED to find a solution.

  • 99Instances2Go Thanks, it worked.

  • So... I'm making a little Isaac/Gungeon style game. I'm doing pretty good so far, it's working out great. However, I am experiencing a graphical glitch involving the Z layer. I'm not sure if I'm doing this right, but I have two events, "compare y of player to npc, if player y is greater than npc y, move in front of npc" and "compare y of player to npc, if player y is less than npc y, move behind of npc"

    This might not be how it's done though. I've tried "for each" but that doesn't work. ONLY the first instance of npc functions properly. All others don't follow the "if player y >/< npc y" event.

    I saw someone post something similar to this a while ago, but the "solution" also didn't really help. I'm out of ideas. Anyone know what to do?

  • oosyrag Thanks.

  • (Also recommend going back and using tilemap rather than sprites. Bitwise neighbor aware tile selection is completely feasible using the tilemap object.

    You have my attention.

  • I've been trying to see what I could do with a sandbox style game, and this has lead me to making better looking tiles. I've tested a method of making a tile automatically change based on the surrounding tiles (the tiles are sprites, not tilemap tiles) and it's worked pretty good up until a certain point. I've been using "Is overlapping at offset" to determine if a tile should change. So instead of a grass tile staying a grass tile when a grass tile is placed on top of it, it will become a dirt tile (via animation frames). However, it stopped working correctly when I tried to make side tiles. The side tiles turn into edge tiles. As this may sound confusing as hell. Here's the capx: https://www.mediafire.com/?7x5qhs5au706slq

    As you would have guessed, I need help here. I've tried several times to get frames 3-8 to work, but nothing seems to fix it. I'm sure it has to do with how C2 attempts to detect overlapping objects, I need to find a solution.

    Thanks in advance.

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  • When trying to make a game that uses pseudo 3D. The closest example I can come up with is the style Don't Starve uses, just a little less 3D. My idea involves the player character being in front or behind an object depending on their Y value and the objects Y value. However, the problem I have is that only the first object created works correctly, all the others are always in front of the player.

    I need to know if I can improve my "3D" system to fix this issue. I've already tried "for each" and that's about all I can think of. Any help?

  • This is difficult to explain. I want to know if you can make an object "break" so that only the pixels on an object that are touched will be destroyed. As in, if an object overlaps a circle, the whole circle won't be destroyed, only the parts that the object is touching will.