ChefSeth's Recent Forum Activity

  • I'll share a simplified one, hang on

  • Yeah that did nothing, any other ideas?

  • Well flooring just makes it always round down, I'll try it, but I don't see how it'd help.

  • So I have the floor of my level preset in the layout, it's made up of small rectangle segments and each segment has the chance to spawn a platform above it. For some reason the first segment ALWAYS spawns a platform above it and the last few NEVER do. There are sometimes a few in between, those seem pretty random, but the last couple and the first are as far as I can tell guaranteed to have the same outcome.

    My setup looks like this:

    On ground created:

    random(0,100) <= 15, spawn platform

    I don't know why it would be so guaranteed for some of it but not all, is it something to do with Construct's random algorithm? Hopefully someone can help.

  • I did this a while back with bullet physics, setting the acceleration and deceleration based on a timer and the angle of motion based on where the player hit them from, it worked pretty well for a top down game

  • No Im not actually leaving double quotes on lol that was just to distinguish them from the rest of it

    EDIT: I figured out what was wrong, the values I was trying to access were being overridden by the family's default value so it came out blank, I got it fixed though. Thanks for everyone's help!

  • Ok so I tried dictionaries, and the setup I have looks like this

    -> on collision with PassiveItems (PassiveItems is a family)

    ->Set key "PassiveItems.Stat" to "Dictionary.Get(PassiveItems.Stat) + PassiveItems.Value"

    It doesn't work. If I manually type in the name of the stat and the value, it works fine, but for some reason when I ask it to look for it like this, it does nothing. Anyone know why?

  • Ok, I'll look into dictionaries, thanks!

    EDIT: Are dictionaries global? If I switch layouts, will it remember the values I gave them?

  • So basically I need some code that when the player touches an item, it figures out what stats that item affects and what values to give it. I have instance variables for each item representing the stat and it's value, but I need a more efficient way to apply those to the character. The roadmap for the code is

    1. Get the name and value of the variables in the instance

    2. Apply the values to the stats of the appropriate name to the character

    I don't see a way to just find a variable based on name, it's all selected by a dropdown menu, am I missing something? If I could choose which variable to edit by name I can make the name a check for whatever stat I need to change something like

    pseudo code

    ->in player, set variable "ItemsFamily.Variables[0].Name" to "ItemsFamily.Variables[0]"

    Any way to do this?

  • I'd like to point out that every room in the Binding of Isaac was hand designed by either Edmund or someone else on the team in Rebirth's case, the only thing that is randomized is which room is chosen and what items drop, tinted rocks, and then of course some rooms have the chance to have black market's and other stuff. That being said, randomly generating anything is a big task and it's something you can read a ton about if you google, so you should do that first before you ask someone else to build a system for you.

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  • I have the second setup you described at the moment, but I must have done it wrong because it doesn't work properly. Can you give a quick screencap of the loop setup?

  • See the guns are always static though, the first gun will always be the pistol the second will always be an ice gun, etc, how do I make this work?

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ChefSeth

Member since 9 Oct, 2014

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