Unnatural20's Recent Forum Activity

  • Sorry, that should be Toolnames.At(Objects.AnimationFrame) I think

  • Hi! I'm Unnatural20. I heard about Construct 2 while working with a friend on the graphics for his game. He had a grand 'ol time with Construct 2, after GameMaker failed him again and again.

    He ran out of gameplay and level ideas and sputtered. But when *I* had a game idea, I figured Construct 2 would be the way to go.

  • Start by making an array, Toolnames.

    In System -> On Start of Layout

    Toolnames -> Push Back "Hoe" on X axis

    Toolnames -> Push Back "Shovel" on X axis

    ... "Hammer", etc,

    You then have an array full of tool names.

    Then in Toolstuff, you just need one Condition, instead of one for each tool:

    Objects -> ItemGroup = "Tools"

    But the action is,

    Objects -> Set Itemframe to Objects.AnimationFrame

    Objects -> Set Itemname to Toolnames.Objects.AnimationFrame

    In both cases, Objects.AnimationFrame will be treated by Construct 2 as just a number.

    So if the animationFrame was 2, it will set the ItemFrame to 2, and the Itemname to Toolnames object 2- which would be your hammer!

  • To reduce the object handling code, Have an array (here called, ObjectsArray) that's full of item names, in the same order as the items are in the animation. Then, under Miningstuff, it would go ItemGroup = Mining --> Set ItemFrame to Objects.AnimationFrame and Set ItemName ObjectsArray.Objects.AnimationFrame

    As for why the item isn't in the slot right; the crosshairs in the image editor lets you adjust where the object origin is. It should match up from item to item, but does not.

  • You can the the difference between the two here; they need to match in order, at least with the current code.

  • Do you need the functionality of Nickname, Canvas, and Paster? Not having them means the .capx won't even open.

    If you do need them, could you maybe include a bigger screenshot? this one is Not Readable.

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  • The basic idea is, in one mode you place cameras in a level so you can view the area remotely later. I'm trying to require that the whole area be covered by the cameras before moving on. Unfortunately, I can't figure out a good way to do this.

    It may be that this is more of a math problem than a Construct 2 problem, in which case, I'm sorry.

    From my screenshot, you can see two cameras, of seven in the level, and the minimap showing the location of all seven cameras and their 'square of influence.' These cameras are placed by the player. As the squares can overlap, how do I figure out how much of the level is covered- since it's not just the amount of area each camera *can* cover times the number of cameras in use.

  • Ashley posted a single-event version; I can't post the URL, but here is the .capx

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Unnatural20

Member since 8 Jan, 2015

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