Gearworkdragon's Recent Forum Activity

  • Can someone code in the ability to turn off the Bullet distance travel calculation Because some games id like to use it as an infinite loop until action occur

    I would hate to see this break computers or cellphones

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  • korbaach Yes similar to that but instead of spawn I already have the sprite that follow the corner path imagine that bullet doesnt spawn but rather do a random toward the next two corner such as if the sprite was to start going to the Top right corner it would stop at that corner and turn to toward either Topleft corner or turn toward the bottomright corner.

    Can you make it to work without spawn placement I know of that trick. Its the changing direction toward the next random two corner ?

  • ok so I have this little problem I am doing a simple enemy ai custom or just any ai movement and that is defined by the choose function and the image point sprite and I am trying to avoid using any kind of spawn/destroy handler. Because i am using a image point x,y function that would do it for me without doing that trouble.

    I have this square using four image point at each corner and i am trying to get the sprite to recognized the image point so that it will choose two variable to go up down left or right.

    I am having trouble getting this sprite to see the square off set x,y of an image point set. Is there an expression i am missing ?

  • Mind me asking what you did to solve it because i am having similar problem currently using charater overlap sprite go to layout two and nuthing is working and i am scratching my head like wutttttt

    Nvm ...i mispelled the variable with a capital....i feel dumb

  • Exile03330 You are a genius also I like to add in Put <varies> helps to make the sprite be different as well. Also For those who want to do it correctly in the instance. Do this Variable text <varies> and then once you have them on the screen you can change it to what ever. And to make the event to further separate the difference of the two sprites put in an invert section of when it is not the key do the random.

    I have a question regaurding this discoveries Will i have to keep on using Invert fuction for every new constant loot ? or can i just leave it alone and pray that the variable will do it for me ?

  • I get how to do the random fuction to work. Let say that you have two treasure chest of the same sprite. How would i go about coding one to be randomly drop and the other one to be a contant drop.

    And while i do know the clone feature but having that many clones would just be idiotic. Is there a way to do a Unique ID of the object and use it to put the contant variable in.

    Let say that in a quest you need to find a key but in the room there are ten chest. Three of the chest will always contain a helmet, a sword, and the key. While the other 7 would be the random factor. And i would want to code all of this in a single sprite family form instead of 4 same sprite clone

    The idea here is create a contant world that the dugeon master has setup while setting up a away to make it feel personalized such not two of the same person is going to get all the same loot at the same time. This is where the constant variable with the randomness helps with that replayable experience.

  • Thx for the help but i found a better way I am currently using Overlaping sprite that spawn with the chest behind it as well as nearest picked

    While we are on topic of chest. Let say we are using the same chest sprite but we want to control the different items that you get from the chest like one for the same random fuction but others a more control such as key item or equipment that must be in this treasure chest What would be the best choice ?

  • Ok i get that construct 2 doesn't like two trigger in the same event lines. But yet you can have overlapping as a non trigger. I view overlapping and on collision the same thing.

    Atm i want to create an event where when i on hit the collision with a treasure chest and have the space bar pressed to open it sort of like a 2nd condition so that when i am near a chest like stand in front of it or bumping into chest to open it.

    But what i cant understand is why does construct two restrict two completely different trigger as one being to detect collision and one to wait for a key press have to be separated but overlapping doesn't it create more headache because i end up having to create more needless event just to get it to work ? oh and i planning on having it be a family event as well so the collision would have solve it all.

    and yes the overlapping does not work for the chest alone because of not being able to overlap it dude to solid behaviors.

    If anyone like to tell me why on press (trigger) and detect collision (trigger) cannot be in the same event Id like to know ? Will it open a black hole ? will it cause a nuclear meltdown ?

  • I found a work around cant say i like it. I simply changed it up to just collision only. But still is there a way to have key press in family? because at currently It force player to chop tree down when they would not want to because i plan on having monsters or zombies being blocked by trees sort of like a choice do you knock down the tree to get loot or do you leave it

  • Imagine this you want to drag n drop ten of the same tree sprite that belong to a tree family

    And you want to chop them individually with same variable.

    How would i do about that because I for the love of kittens cannot figure out how to do it. I even bought the program to try to use family without duplication million of the same sprite and code. I have tried to search for any tutorial but all of the tutorial doesnt explain how the event code doesn't get them to be different instances

    Lastly how come there is no farm simulator here because the game im creating is similar to that.

  • Ok Not sure if this a bug or a feature.

    Ok so when dealing with layers on canvas the bottom layer whatever it is pass the original one goes behind the canvas instead of behind the top layer of order. this is causing me To make extra layers then i Need to. again not sure if it a feature or a bug.

    Its driving me bananas sometimes and if you could answer me to why would such a feature be needed.

  • cant move player at all. which is why i cant give you a list. it like asking us to turn on the car when there no gas no battery to trouble shoot the problem.

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