winkr7's Forum Posts

  • Instead of a progress bar create a small square solid sprite and stretch it for the bar. Then you can treat it like the other hierarchy sprites.

    yours

    winkr7

  • Try two half circles, make them shaped like a c with a hollow inside.

    yours

    winkr7

  • You need to buy Bitcoin and quit thinking about writing computer games. If you watch it every day it goes up and down and you will be happy some days and very sad other days and you will realize that up to this point you were wasting your life.

    When it goes down buy a little more, and never ever ever sell any. It will suck up your money and time and all your problems you think you have now will seem trivial.

    yours

    winkr7

  • Thanks ROJOHound

    You are very thorough.

    yours

    winkr7

  • If I have a wait 0 after a wait 0 does it get run after the next tic runs the standard events, or does it get done after this tic's wait 0 stuff? I assume it is next tic.

  • I think you need a for each object_enemies in your on path found statement. I have never really understood when you need a for each statement and when you don't but this may solve your problem.

    In general if something doesn't work I try a for each statement here and there in my code and a few wait 0 statements.

  • a sprite called rocket points in direction rocket.angle=theta (we are using theta as a variable name) to accelerate at a rate r in that direction you can set your accelerations to x=r*cos(theta) y=r*sin(theta).

  • I use lots of functions, mostly passing the UID of an object as the only parameter. On the other side of the function I pick the object by UID. You keep the functions in event files separate from regular non function events, since all functions are global. Don't use any global variables (if you must have them keep them in a dictionary and access them by functions).

    Put all your assets in a single layout you don't use for anything else, this way you know the initial state (or at least where to find what you want to be the initial state).

    When in doubt, make a new sprite with a different name and give it the same images as the sprite it is going to behave like. This doesn't use any image memory since they all get merged. So if on one layout a sprite has drag and drop, make it a new sprite with ddrop_name.

    I haven't used the new disabled click layers yet, but that will help keeping menu's above the layout from clicking through.

    Be warry of the parent child code. You have to be careful what happens when you mix them with persist and the debugger doesn't help much with parent child stuff.

    The debugger is great in some ways, but I have never set a useful break point, probably because I use so many functions.

  • Make all the parts in the container children of a single parent ( a parent that has drag and drop).

  • I think all solid collisions are 2d in Construct3 so your problem probably is the way the base of your 3d structures are set in 2d. Why don't you see if you can add one small building to the layout that works, see if you can make it work the way you want. Lots of small steps is the best way to progress and debug.

  • Trigger once while true

    you probably want trigger once while true

    This is from the system reference in the manual

    Turn an ordinary event (which is tested every tick) in to a trigger. For example, if an event plays a sound when lives equals 0, normally this event runs every tick. This plays about 60 sounds a second and would sound pretty bad. Adding Trigger once while true after the other conditions makes the event run just once when it first becomes true. This makes the previous example only play a sound once the first time your lives reaches 0. It must be the last condition in an event.

  • Make sure you didn't turn off collisions somewhere.

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  • I got jittery effects from solid behaviors and the pin some time back. I don't know the details of your problem but you might try using moveto for the follower rather than pin.

  • I suggest you get your idea to work in 2d first, so you can see what is going on from a top down view.

  • Put ten beams all pointing the same way and originating from points each 4 or 5 pixels over from each other. Then treat each mean separately. The low ones will get blocked, the higher ones will get through. If you make them fuzzy it will seem like one big partly blocked beam.