xeed's Forum Posts

  • thanks, this is going forward. :)

    but only the last created object should be moved to a free position. in your example, sometimes already existing objects move too.

    this is the main problem: how to pick the last instance and check against the remaining.

    this is the simplest solution i found trough a temp object.

    dl.dropbox.com/u/54216429/freieStelleSuchen.capx

    but couldn't this be made without a dummy object?

    or is there any way to "pick all instances but n'th" ?

    many thanks :)

  • Hey Mates,

    any simple solution for to create new objects of similar type, only on "free positions", so on such on where no other object of the same type already is?

    On collision check, the new object also calls collision=true for itself.

    Thanks for your help :)

  • sorry, there are already some plugins like pathfinder...essential for the whole game.

    Should i send the whole capx and addons, including a little description on what problems to fix?

  • i am trying to build the same test scenario directly inside my game, for to check the wandering IID's of the HoldPoints and the KI's.

    But i'm afraid how your capx works, since every tick one textfield should be created for every sprite.

    Anyway, thats how it happens in my project...so the fps drops down to 0.

    Also i dont get how to delete only the specific textfield concerning to the object. Even if an object spawns a textfield, the textfield does not remember, like in your project, to which sprite it belongs.

    Getting more and more confused about this stuff. Maybe i can PN you the project, and you could take a look inside it?

  • build nearly the same test project few minutes ago lol, many thanks :)

    anyway, this does not work for my project.

    so, pick by n'th instance does select an object per IID or UID?

  • Hi all,

    since no answer on my last topic, could you tell me how IID's work? I am really stuck on my game, and could not find a solution to dynamic path movement on multiple points, getting destroyed when collecting.

    1. what happens with the IID of an object with multiple instances, when it gets destroyed during runtime?

    2. what happens with them when an object with multiple instances gets created during runtime?

    3. and how can i access an object with a specific IID directly?

    Kytric said, IID's are dynamic. But when objects are destroyed, there is no replace object to select on the same ID. so:

    4. is there any way to resort the object IID's in a specific order, like UID's?

    Thanks for more information about this important c2 topic. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hey Yann,

    Yes, simple WSAD movement.

    I already did the first part...angle now "follows" the change of X of a pixel, which is moved by the mouse. Just didnt find another solution yet.

    <img src="http://dl.dropbox.com/u/54216429/wsadmovement.png" border="0" />

    But other problems keep occuring:

    • the aiming stops when the mouse reached the borders of the screen.
    • the aiming sometimes does not work anymore when moving the mouse outside the layout

    any ideas welcome <img src="smileys/smiley1.gif" border="0" align="middle" />

  • works :)

    many thanks!

  • Hey,

    is there any way to divide a positive or negative value through a number, while always keeping the prefix?

    Many thanks :)

  • Thanks, kittiewan.

    Yes, it is a 1st person shooter with view from top.

    Your solution does not help me solving this. I'll try to fit the left / right movement of the mouse directly to the angle. The problem is, how to capture the data of x-distance while moving the mouse.

  • hey sqiddster <img src="smileys/smiley1.gif" border="0" align="middle" />

    sorry for my english.

    if the player moves the mouse left, he should turn left. same to the right. both directly. u did never play an ego shooter? the view is 2d from up.

    greets

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  • Hey Yann,

    the game is not that easy to describe in few sentences, but i'll try.

    Imagine multiple "holdpoints" to collect, and through which multiple enemies are random auto-pathed until these points are destroyed after being collected. Also the enemies can be killed.

    Both object types are preset to a route in a city layout (with solid objects etc). To not slowdown fps over the large map (with over 100 enemies+holdpoints+LOS+autopath movement), the limit of moving enemies is currently (the next) 4 along the route, and also they can also only move between (the next) 4 available holdpoints.

    Hope this description helps to understand where it should go.

  • Sorry to kick the thread, but i've read all stuff about this on scirra, and did not find a solution...just more questions coming up straight.

    which ID is selected by picking an object instance? UID, or IID? And is there a way to re-sort them during runtime?

    The aim is simple, but c2 seems it can not handle it without additional (instance or global) vars, which makes the events extra complicated:

    i got multiple instances of an object. if one of them destroys, the index of them should keep without "holes".

    But UID is static; IID's does not seem to auto-reindex ...so whats IID for, and how to access an object about it?

    Kyatric: Sorry, but picking instance 0 does not select the first instance of an object, once the first destroyed before.

    So, any answers and ideas welcome <img src="smileys/smiley1.gif" border="0" align="middle" />

  • and finally, just dont use facebook..

    *lol*

  • Hello again <img src="smileys/smiley1.gif" border="0" align="middle" />

    does anyone of you have an idea, how to control the angle of a player directly with the left / right movement of the mouse? (like in ego-shooters)

    I dont want the player just look towards the mouse position.

    Thanks and best regards <img src="smileys/smiley1.gif" border="0" align="middle" />