Unnatural20's Forum Posts

  • Overlapping and colliding do include 'touching,' as I'm sure you know. What do you want to implement it for?

  • Jenssons Line Of Sight is a behavior with multiple attributes. Obstacles, Range, Collisions, and Cone of view.

    You have to set Cone of View to less than 180 for it not to be able to see behind itself, and I would recommend 90.

    Also, I'm using the most recent edition of Construct 2: 196.2; you're using stable release 195, which is the older copy. You won't have a lot of luck opening .capx files on this forum unless you're willing to update to the beta releases. https://www.scirra.com/construct2/releases

  • The Behavior you're looking for is Line of Sight: I've attached an example of sprites that use it.

  • Let's start smaller?

    array:

    0 1 2 3 4

    0 1 2 3 4

    0 1 2 3 4

    Do you want the next stage to be:

    1 2 3 4

    0 2 3 4

    0 1 2 3

    but the final result to be

    [ ]

    [ ]

    [ ]?

  • Thank you... I didn't have any luck finding the tutorial on my own.

    And I see (with a second look) that it should be able to 'invert', more or less.

  • Basically I want to swipe the game level around like one does Google Maps. Like the click-and-drag functionality, but for an entire layer simultaneously, and with boundaries.

  • Heh, yeah. Can you tell I'm still learning, too?

  • bla6546: Ooh, yeah, your solution is even better. Fits RazorMonkey's advice of only checking the collisions of those sprites in particular. You shouldn't even need a subevent; but you might want System -> Trigger Once While True

    I've been testing this on a demo I threw together for another problem someone was having, but check it out:

    When the first two Enemies first are overlapping, they flash for a second.

  • Ash10500, There's no need to make an object a sprite to add Bullet Behavior. A tiled background is probably a better match for Yttermayn's needs.

    By default, Tiled backgrounds are not animateable.

    The three solutions I'm aware of are yours- moving the background with a looping mechanism*

    Having one tiled background per frame- not recommended for long animations

    Having an animated sprite overtop, if only one piece of the background needs animation.

    *see for a background approach very similar to yours. The anti-choppiness solution will probably come in handy for you.

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  • follow me here:

    Sprite -> On collision with Sprite

    System -> Pick Enemy by evaluating Sprite.UID = 1 | Sprite.UID = 2

    System Enemy.PickedCount = 2

    What do you think, blah6546? Those three conditions all go in one event.

  • Uh, sorry to butt in here, but. Your helpers in this thread missed a *really* obvious solution.

    Put your KeeperBox and SkeletonKeeper in a container together.

  • It would not be inappropriate to use a loop when you wanted to count up the enemies- "For Each Enemy" combined with "Enemy Overlapping Jail"

    I've made you an example that uses this, and therefore even keeps track of enemies that leave the jail.

    New enemies pop up every once in a while, and the more there are, the slower new ones appear.

  • Are you resetting the global variables?

    If so, you could create an invisible object with an instance variable "Fuel" that is set at checkpoint, and persists.

  • You could identify NPCs with an instance variable, e.g, NPC.which = "Mike"

    You could also make the NPC share a container with its text object, in which case you might not even need to get the UID- just set each text object to be above the Y edge of an NPC, and it'll move the text for all NPCs.

  • JethroNull Could you use a separate program? There exists, for example, http://download.cnet.com/GifSplitter/30 ... 87995.html

    btw, I like your username. It's very clever. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">