aquadijoib's Recent Forum Activity

  • I did it like this:

    --(condition) For each "map_enemy" & map_enemy.health <= 0

    ---- (action): "map_enemy" destroy

    ____-- (subevent) For each "iso_enemy" & iso_enemy.id = map_enemy.id

    ____---- (action) "iso_enemy" destroy

    When I understand correctly you wanted me to put the "Pick by comparison" in the place of map_enemy.health <= 0 right? I think this is the same though.

  • Well..

    I tried using the "Pick object by comparison" and "For each" now and it seems to work the same as with the "compare variable" condition I just used for this.

    I guess there is multiple ways to do this

    Thanks again!

  • First of all thank you all for your answers!

    I've now replaced every "Pick" Condition with a "For each" loop as 99Instances2Go suggested. After that there was a slight improvement in the invisible enemy count Now there was a bug where only some invisible enemies appeared sometimes with negative health values. I fixed it by moving the action for the destruction of the map objects directly after the Health <= 0 condition as it was placed after the id test condition before. So because there was no iso object to be found it didn't delete them. It seems like the game sometimes still fails to destroy the map objects but this at least destroys them in the next tick or so.

    I hope this will keep working as I add more content

    Thanks again!

  • Hi,

    I'm currently creating an isometric game and I have some problems with creating and destroying the square map objects and the projection objects at the same time.

    At the moment I have only one enemy which has a solid map object for collision detection and the overall game logic. Also it has an isometric projection object which is only for the isometric graphics. When the game creates an enemy, an instance variable for the map object is set to a random number and the same one is set to the isometric objects instance variable. So when an enemy is destroyed (the map object) it will search for the iso object with the same random number and destroy that one aswell. This system works but has some problems when I try to destroy too many enemies at the same time. Sometimes the isometric object is still there when the map object is already destroyed. Also I had invisible enemies sometimes when the map object was still there although the isometric object was already gone.

    Maybe someone has an idea of what the cause for this problem could be? Or even a better way to do this whole thing?

    I already had a look at the containers, but I would like to have only one solid map object and one isometric enemy object with different animations, which will have parameters to adapt to different enemy types. This won't work with containers though I think. The goal is to have a dynamic system to easily add more and more different enemy types to the game.

    Any help is appreciated!

    Thanks!

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  • Thank you for your answer!

    I'll have a look into that. I'm just using multiple objects to create one big object now, as it works the best for me this way.

    I also stumbled upon a new problem, but I will be creating a new post for that

    Thanks again!

  • Just count the fired bullets and the bullets that hit. Then you need to calculate the percentage of the bullets that hit. For example if the player shoots 99 bullets and 33 of them hit the target:

    (100/99)*33=33.33%

    So in this case the accuracy should be 33.33%.

  • Hi,

    I want to make a game with isometric graphics and I have some trouble with it. I read a lot of things about how to create isometric worlds and I have the problem that my ingame objects don't all have the same size. It wouldn't look good though when the player has the same size as a tree..

    I used this Tutorial by Katala and played around with the example capx a little. As soon as I have different sizes for the player and the walls, everything with the Z-Sorting fails. Also my assets don't have the same width as height. Is that a problem?

    This problem is mentioned in the end of this Tutorial too, but I haven't found a way of fixing it.

    Does anyone here have experience with isometric games and can give me an explanation on how to properly do this in Construct 2?

    Any help is greatly appreciated.

    Thanks!

  • When the App is updated and nothing with the LocalStorage itself has changed, it should work fine. The data which is saved doesn't get removed when an app is updated.

  • I've always saved the progress or any other data within my apps with the Local Storage Plugin. This far, I've never experienced any problems with it so I would say that it is the best way to do it. I don't think there is any other simple way of storing data locally on the user's device.

  • I didn't understand what you actually mean with the pattern, but maybe you can just make a pattern editor which saves your pattern in the array.

    Then you can export the array as a JSON string and put that in a project file. You can load the project file later with the AJAX Plugin.

    I hope I could help!

  • Is there no way to do this? Mabe it is possible to enable the Plugin to be added multiple times?

  • For the Admob ads you need to add this Plugin: cordova-plugin-ad-admob

    This is the Plugin ID which you need to add in the Intel XDK via. Add Plugins to this Project --> Third Party Plugins and with Plugin Source npm.

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aquadijoib

Member since 17 Jan, 2015

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