vee41's Forum Posts

  • Love u vee41 xD

    It's always a stupid error which stay invisible to my eyes.

    I used this command to avoid the "when animation is finished" bug.

    Most of the times it is the obvious bugs we miss, glad I could help! :)

  • Can u see the frame 4 while he is walking ?

    https://www.dropbox.com/s/d9y6rcob3fjwnyh/TestAnimation.capx

    I draw a number on each frame, here the frame 4 doesn't play.

    For some reason you have this event:

    Animationframe = 4

    .. Play animation stand.

    This means that whenever animationframe 4 is reached stand animation starts playing, which effectively resets the current animation.

  • Here you go, my take on what you did there:

    Wastes simplified

    I basically redid the whole thing, in my opinion at least it is a whole lot simpler to manage now :) I probably lost some of the functionalities you had there, but they should be pretty easy to add in there. I used only single variable for the AI state which makes it a lot cleaner, also I used picking objects bit more effectively than you did in the original. Hope this helps! :)

  • It seems like it's a bit over complicated; few things:

    You can do stuff like this instead of keeping manually count of things:

    enemy.isSearching

    enemy.pickedcount = 0

    .. do stuff you do when no enemies are searching

    Also, 'trigger once while true' condition would be useful for you on few occasions. I'll modify your .capx a but and post it here later today if I got some time :)

  • Could you post .capx instead of .caproj? .caproj alone doesn't tell much :)

  • Online turn-based multiplayer is very much possible. Only games requiring fast, realtimy response-times are out our reach :)

  • Funny enough, the answer to your question is in the .capx you posted first.. :)

    See my screenshot and you could do it like it was done there; set variable for each box to refer into specific layout.

  • Search for 'animation' here : Construct 2 tutorials, there are lots of good examples on various techniques.

    If you want to know about drawing the animations themselves you are probably better off asking in some art related forum or using The Google :)

  • Not sure what your question was, but this fixes your level selection:

    <img src="http://dl.dropbox.com/u/19921470/LevelSelectFix.PNG" border="0" />

  • They are probably one level too low in scope then, screenshot of the area could help to solve this.

  • Oh, how I'd low to "pick [txtCharDeBug] pinned to Heroes" when f.ex. looping the Heroes... Would save tons of work, but alas....

    I'd recommend you take a look at containers, they should simplify your loops. If you add hero and all pinned objects to same container then picking the hero picks all the container objects as well. Don't quote me on this though, might recall it all wrong.

    Glad I could help :)

  • Every tick, souds a bit overkill, as the purpose is just to see which heroes are selected in the start of the game.

    After that the selection area will disappear and not be used any more...

    Also I'm a bit worried of "pick nearest" as heroes can, theoretically at least, overlap each other...

    <-edit-> I do assign the hero UID to every object related to the hero, so I'll probably manage to cook up something<-edit->

    If you have another idea I'll be happy to hear it, if not, I'm happy already. Thanks!

    You should not be too afraid of 'every tick', performance wise it is trivial.

    Instead of pick nearest you can use 'pick by unique id' and use the UID in the object to pick the host hero, it is cleaner solution every way.

  • It does work, problem is in your debug text :)

    Update texts in separate events like this:

    Every tick

    .. For each xtxtCharDebug

    .. Pick nearest Hero

    ..... Set text to 'Selected: ' & Heroes.Selected

    You were updating the texts without picking a hero, so they were updating the status of the first created hero by default :)

  • Another, minor thing: I cannot seem to make local variables. The manual says that they are created under events on the event sheet. Right clicking in the root (blank area) of the sheet gives the option to create a global, which works fine for me, but right clicking anywhere else give no options for variable creation. I am just wanting a couple local variables for number crunching in a function...

    You can just create a global variable and drag it inside the scope you wish to use it in, it becomes local variable. I recall V is quick key for creating variables, that works too.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • So how do I reference the new instance I just created, instead of another that may already be in existence?

    When you create an object, it is automatically picked so you can store it's UID to array, other object or where ever you wish to reference it later on.

    I recommend you learn about picking which is really powerful tool in C2: C2 FAQ

    It would allow you to neatly accomplish things like:

    Pick all planets

    Solarsystem = 'new system'

    .. set variables