Sir LoLz's Recent Forum Activity

  • It was enough 99.

    saiyadjin

    I already had code for what I want them to do. but because objects in the same family will be able to attack each other I needed a way to pick a second closest instance to an instance of the same family. So that way the attacker would not attack itself.

    True I did not elaborate. I really did just want an instance to be able to pick another instance of it's own family. I guess I did not know what else to say.

    It is a melee attack.

  • thank you! finally got it to work!

    can't believe how hard picking the second closest instance was. feels like it should have been easier... oh well truth is stranger than fiction.

    Thanks again!

  • sure thing. Let me know if you do anything cool with it!

    https://dl.dropboxusercontent.com/u/57156226/lens%20grit/lens%20grit.capx

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  • Oh wow. That was more work than I expected. Thank you.

    edit:

    well it still does not work. I'm baffled. I pretty much copied your code. but the instance still picks itself. I don't get it.

    https://www.dropbox.com/s/59v3zq5o2e2hvvf/code.PNG?dl=0

  • Hello.

    I need to be able to have entities inside the same family to be able to attack each other. I can't do this with the hit box because I use that for navigation. (it only covers there feet to allow them to be drawn over walls.)

    My idea was to use an image point on the hand to see if it is within a distance of a body image point that would be on the target. and if so to then do attack stuff.

    however my code will not pick an instance other than itself. and if I put a condition to exclude itself it will then never pick anything.

    I'm sure it must be something simple. But for the life of me I can't figure it out.

    thanks

    (note that I changed the numbers in the distance check to see if it would pick anything up. as such that would be changed later once this code works)

    https://www.dropbox.com/s/db5gmma099x628k/code.PNG?dl=0

  • It is overused. But i think its more so incorrectly used. Games and movies use it just to have it just like how all 80s songs sound the same. However i love the effect, but like other elements in a game it has to be used to improve the experience. Not just for the sake of it. When used correctly it is very powerful

  • made a new version. what is better about this one is it will let the color of the light source influence the color of the dirt on the lens.

    https://dl.dropboxusercontent.com/u/57156226/lens%20grit%202.0/index.html

    The red and blue are extreme to show off the effect. if you balance the sprites out with white it would look more natural.

  • I think he was just having a little fun (I hope so?)

    but I got the loop to work. so now I can edit my description and just add the \ were I want breaks.

    Thanks a ton man. that helped a lot.

  • Wow. Good work I will need to work with this with the loop idea. Thanks a lot.

    RamPackWobble hehe Some people seem to be on top of stuff like crazy.

  • Hello.

    I'm setting up menus for my project. how I have it set up is I have a sprite object with two strings. It is set up so that when the mouse collides with a button it will look at it's strings to see what to make the active feature. the buttons are the same object with different frames that I will change in the layout view.

    The first string tells the game what game mode the button sets up. So this string could be "KOTH, CTF, ect"

    the second contains a description of the game type. a text object to the side will change to the text in this field.

    The problem I'm having is when you set a string inside an instance variable, double-quotes no longer seem to work. the issue this has is the command "newline" won't work. Meaning I can't paragraph rules that change how the game flows. And I don't want it to be a contentious string.

    Is there a way to have the system still look at the expressions inside an instance variable?

  • love the post thanks! it helped a lot!

    Also I think I expanded on it a little. what I did was add a paster object from R0J0hound's Paster plugin. this lets you have multiple effects without them cancelling each other out.

    https://dl.dropboxusercontent.com/u/57156226/lens%20grit%20effect%202/index.html

    ver 2. made a more noticeable effect

    and the capx

    https://dl.dropboxusercontent.com/u/57156226/lens%20grit%20effect/lens%20grit%20effect.capx

    hope this helps!

  • I have a question about how "texture from image command" works. if I make one, then make another with the same name. will it over wright the first one?

    what I'm doing is painting on the model. I do this by using the paster plug-in to edit an image. then make a texture from the paster. then put this texture on the object. however changes to the texture are real time. or repeat many many times depending on how fast the game is going.

    So if it creates new textures every time then that will full up memory fast. So I hope because it uses the same name it will delete the old one first.

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Sir LoLz

Member since 1 Oct, 2014

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