Arima's Recent Forum Activity

  • You can think of it as a dynamic variable object where the variables are called keys, able to create and delete variables at runtime.

  • Use system: compare values. If blueblock.count is less than 5, spawn blueblock.

  • Perhaps I'm misunderstanding, but how I generally do it is:

    Event:

    5 conditions | actions to be performed each tick

         sub event:

         trigger once | actions to be performed once

  • Yaottabyte - Thanks! I apparently should actually make a thread about it though, because I don't want to other people's threads to get hijacked. ^^

  • I might be mistaken, but I think it requires pixel shader 3.0, and construct classic only supports 2.0.

  • tulamide - Thanks! Yeah, it's directly inspired by the battle systems of final fantasy IV/VI and super Mario RPG, along with the turn advancement being basically the FF active time battle system presented visually like how Grandia did it.

  • Awesome! I found it really useful in CC, so thanks Ashley!

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  • I don't think it's a good idea generally to completely start over, but refactoring is an important part of software development. I think you need to look at it and try to estimate the amount of hassle/work it would be or save refactoring it or not. For example, with my game, I started it before learning what families were. Refactoring the enemies code to use them saved me a ton of time and frustration. In retrospect, I should have taken the time to refactor everything that needed them.

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  • I've tried to do the same - I would also really like an option in the properties to make the platform object only interact with objects on its layer.

    The only workarounds I've found or thought of are to either:

    1: use custom movement instead, requires a lot of events

    2: (haven't tried this, might not work) do something wacky using a combination of platform without solids and use custom movement for the collisions and events for the jumping (this will muck around with the 'is jumping' and such, though and probably is complex enough that you might as well use the custom movement entirely)

    3: actually have all the different layers displaced so none overlap, then have 'fakes' projected at the proper location.

    This is a feature I've wanted since the early days of CC. Ashley, any chance this could be put on that huge todo list of yours? ^^

  • I PM'ed you the link.

    The collision detection, at least in this particular .capx, appears to only be detecting one object at a time, resulting in enemy ships flying straight through laser beams unharmed as long as something else somewhere is getting hit by them.

    More description and such in the comment on the event sheet.

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Arima

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