timcs's Forum Posts

  • Just want to update this thread with the fact that how without the help of all who have responded to this thread and a thank you to 99Instances2Go for the work put into the example capxs files as well.

    I am hoping to look forward to using construct 2 and also hope that construct 3 will be released to support the Mac and Linux OS as well.

    Thanks

    TimCS

  • Yes, familys will help, for sure.

    But. Dont use differend objects. (for now) Use the same sprite with different animations (or frames). Learning that practice will give you joy in the long term, licensed or not. Instances are so much easyer to handle.

    If you use differend objects you will at some point (in the nearby future) have no other choice then to buy construct. Because 4 different objects means 4 times more code, and the free version has a limit in amount of code lines.

    Personal (just an opion) i think that you should buy Construct when you are ready for it, not when you hit its free limits while still learning it. Buying it should be a gift to yourself, one you are very happy with.

    Hi 99instances2Go

    Thanks for your input here, the goal with Construct is to see if it can do want I am after before I buy it , so yes so far it is looking as though I will. I have been "experiementing" with your last profect file trying to get my last niggle resolved but I must not yet have gotten to grips with Contruct because it is not working fully.

    So , once the enemy or in your example "BadBoy" overlaps the picked target using the UID, I need then to have e.g. 20 seconds to pass by, then the overlapped target starts to change appearance. So I tried to do this using opacity to stat with,. It looked like it was working but only a few of the overlapped targets started to change, some completely disappeared as I expected, others no change at all, and some went partially .

    I was using a for each Target logic where the "badboy" overlapped the target using the UID as a condition and only on every 20 seconds.

    Any thougthts on this please ?

    ** EDIT ** 28/08/2016

    I have it working to a point whereby when the enemy or badboy overlaps the target , this is going to occur at different times for each instance, so I have simply started with an every X seconds event - That then has a sub event of a for each target and then from there has two conditions, which are is badboy overlapping target and badboy.UID = target.UID . This then has the effect on each badboy overlapping each target to fade at different times because each overlapping happens at different times .

    Ideally I would like to store at what time the enemy overlapped the target and count the fading or appearance change from there but not sure how I would achieve this.

    Thanks

    TmCS

  • 99Instances2Go

    Had a look at this capx file you have done, thank for this, one question on the "badboy" object which in the case of this project is one object instances being created X amount of times. If I had e.g. 4 different objects how would I best spawn these in the same way ? I was wondering if they could all be part of a family and then spawn them if they are part of X family . Obviously I cannot test this on the free version so I would not know if that would work

  • Hope this answhers all the remaining questions. I used a container to pair the text objects.

    Basecaly, all you have to do is make every variable 'personal'. Meaning: use instance variables and personal behaviours. Pick based on the instance variables.

    If the conditions pick several instances, and the actions must be private, use 'for each'. Loops trough each of the picked instances.

    https://drive.google.com/open?id=0B1SSu ... ENlSGYwMXc

    Thanks once again for you help 99Instances2Go if Construct can work for me then I will likely be purchasing it. It has taken me some time to find a decent game maker and one that works with my budget. Some seem too expensive to me and one that I did buy lacks in support from a community like this one.

    Thanks

    TimCS

  • 99Instances2Go

    I think I have got my head around this now, I do however have some questions on what I am trying to achieve, if they need to be a new post then let me know and I will submit a new thread.

    As I will be having multiple enemies (They will be different in apperance and may be size) moving towards the different targerts, I would need to have this block of code for each of them. Is there an easy way of doing this ?

    Also I may want to stop the emenies from heading to a target that is already "picked" by another and may allow for e.g. 2 ememies to go to the same target but no more. Can this be done as well ?

    Thanks

    TimCS

  • Just wanted to thank you for your reply, I will need to soak it all in and may be back for questions again! I think the part that I am trying to get my head around is how the mover is moving between the target endlessly - is this because is it running for every frame of the game ? If so I would need to work out how to stop this as the movers or enemies in my game, once they have reached their target, need to stop.

    ** EDIT *** 29 08 2016

    99Instances2Go

    I have read your post and then decided to follow the logic by trying to re-create what you have done but with using my own objects. The stupid pat is I am unable to mirror how you have added stage 2 where you destory the target onto a separate line under the On Start of Layout.

    Can you please help with this?

    ** EDIT 22 08 2016 ***

    99Instances2Go

    Worked out that these are "blank sub events" will continue working on this and hopefully will understand it better when I do this.

    Thanks

    TimCS

  • 99Instances2Go

    I have had another look at your capx file again and just wanted to get my head around some of the "code" or events that you have done. I think I get the sections 1 through to 6 as you seem to be setting up the position of the targets and call all of them the same name. I presume they are called the same name to make the random targetting easier ?

    From 7 to 8 I think I get it, you are setting a random targets UID to the "mover" or my case "enemy" but then you have put in a move to , is this then moving the "mover" straight away to the target ?

    After this I get a little lost from 9 through to 19. I am sure it is straight forward but I am still getting use to the "event" method of coding from Construct. I am used to application programming as a whole but gaming programming I found to be a very different matter altogether .

    Thanks

    TimCS

  • SNN135 - I will do this as soon as I can but will need to look at what 99Instances2Go has done if that is okay. I do appreciate the help BTW and from all of the gaming makers I have tried so far, this community has been the most helpful .

    99Instances2Go - thanks for the capx file will have to spend some time to properly go through this. I should be able to understand it has I have coded applications just not games

    ** EDIT **

    99Instances2Go - I think your example looks like it is what I want but I am still working through the logic at the moment and so I did not want you to think I had forgotten about this . Work has been crazy so my head has not been in the right place

    I presume that although in your example the "enemy" moves between the "targets" I can use this logic to " for me the idea would be to have each type of "enemy" aiming at a target and if a certain time passes , the "target" appearances changes "

    ** EDIT ** 13 08 2016

    Sorry everyone for my previous edit I made as I thought I was editing my last post I made not one in the middle of the thread. I am still going to look into this and I sill appreciate everyones help just that my brain is "not in the right place" at the moment

    Thanks

    TimCS

  • In addition to using "On hit target position", you could use "Pick nearest <target>" in the same condition (or as a subevent of "On hit target position"). This should only change one of them.

    Let me know if that doesn't work.

    Tried you suggestion by adding pick nearest/furthest under the size/position section and used the X and Y from the enemy , this still changed both targets apperance.

    As I am using the free version I do not have access to families , with the move to action plugin, do you know if this works with families as I do not want to make the assumption that it does .

    Thanks

    TimCS

  • It's a little hard to follow exactly what you're asking, especially with the timer bit. Are you saying that if the enemy is moving towards target X (for example) and it passes over target Y on the way, it triggers the event? If so, it's because you're using the "is overlapping" condition. A better alternative might be to use MoveTo's "On hit target position".

    Thanks SNN135 that makes more sense I will give that a go instead, sorry if my post was a little confusing . The timer bit is for how long is the emeny is overlapping the target that is why I was using that logic. Would using the on hit target position and the timer logic work ? Basically I want the target to change apperance if the emeny is overlapping the target for a period of time

    ** EDIT**

    Tried using the "on hit target position" , however the issue with using the on hit target is that when changing the apperance of the target it has reached, because the other target is a clone of this one, they both change apperance as I am using the set frame action to do this.

    **EDIT **

    Just wanted to edit this post instead of adding a new post because, I have not suddenly disappeared off the earth I am just a little busy with "other life projects" at the moment .

    I do not want you to think I you have been wasting your time helping me with this. I will come back and look at this all again

    Thanks

    TimCS

  • Hi

    I thought I had cracked this until I realised that if an "enemy" object passes over one of the "target" objects which is a clone of another, then the logic I had put in place is "enemy" overlapping "target" and system time = 5 seconds does not work as as soon as the "enemy" passes over the object while heading toward another, this logic will be triggered.

    So my aim is to only trigger the time aspect once the "enemy" object has stopped over the "target" object that it has reached. I am using the Moveto plugin for the "emeny" to move to the target and with their being two copies of the same object on the scene. I used pick a random instance for the game to decide which of the two targets the "enemy" will move towards.

    Thanks

    TimCS

  • Ah yes.

    You can also use an animation to present frames as stills.

    Just set the speed of the animation to zero.

    Now you can use sprite > action > Set frame

    Notice that everywhere there is an index (a frame"s number = an index) it is ZERO BASED.

    Okay thanks for the heads up, basically the same principle as an array then So i will need to set the target images with a series of frames that can imitate the stages of the targets when they change their state.

    Thanks again 99Instances2Go

    TimCS

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  • scirra.com/tutorials/413/direction-based-sprite-animation

    Thanks 99Instances2Go , trying to get used to how construct 2 works over other game engines that I have tried. They all seem to do these things differently. So would using the method of spawning another object only work to a) replace the existing one and b) any other object attached to it also be removed?

    From other software there has been a change image action but I presume the animation is the same ?

    Thanks

    TimCS

    p.s. it is making such a difference to me with the prompt and helpful replies over other forums that I have been on

  • Hi

    Following on from my last post "How do I - Move toward another sprite" , now the enemy sprite overlaps the target sprite all good. However the next behaviour is that while the enemy sprite is overlapping for a period of time, after a given time the target sprite needs to start changing its apperance.

    I first tried using the is overlapping event and then place a wait seconds action and then stated to change the sprite for another. This did just that but then the enemy sprite disappeared and on running this through the debuger it look as though changing the sprite to another seemed to create more memory

    Is there a better way of changing the apperance of a sprite either with another sprite or by changing its colour etc.

    Thanks

    TimCS

  • Thanks for pointing that out, it now works, The only issue now is that the enemy object is going behind the target object and they are on the same layer so its not that, I cannot see any kid of priority settings or infornt or behind option. Any thoughts or should I post this as another question ?

    ** EDIT **

    Scrap that last question on the enemy object going behind the target - figured it out - right click on the emeny object and change the Z order to send to top of layer

    Thanks again

    TimCS