MessMess's Recent Forum Activity

  • set the turret variable on start of layout to a global variable value.

    I can see where this would work great, if it was just a couple of variables I was concerned about. But, I have a lot that might change as I work through all the levels.

    If you mean you are making a design change on the rate of fire, vs one that evolves during the game, you make sure all your turrets are based on the same template and then adjust that template. If you want the rate of fire to evolve during the game use Lions method.

    Templates are just what I needed. I had heard of them, but hadn't played with them before. I just did a deep dive, updated my game, and I think this will work perfectly.

    Thank you both.

  • I think I'm about to learn a hard lesson, but here goes...

    I have a game with multiple levels and level is a new layout. Across each layout I use many of the same sprite objects. For example, there is a sprite called "Turret" with a turret behavior on it.

    After working on the game (and several levels) for a while, I decided I wanted to change the rate of fire for the turret object.

    Only to discover, that I was just changing that value for that turret on that specific level/layout. And, this is just one example of many.

    There must be a better way to do this. I will have many levels/layouts with many objects. How do I set it up, so I can just set the values once.

  • If you're using the TileMovement behavior, you can change the Speed X and Speed Y to however fast (or slow) you want the player to move.

    In addition, you can turn off the Default Controls and then simulate the four directions with on key pressed - that way it will take one key press for each movement, instead of accidentally holding the key down and zooming across the screen.

    Hope that helps.

  • Thanks for the other suggested solution.

    That's one of my favorite things about coding - there are almost always multiple ways to solve a problem.

    At the moment, I'm coding a puzzle game and actually coding it sometimes feels like I'm solving puzzles. :)

  • Really fun game.

    I got eaten by a snake. :)

    It reminded me of the branching adventure books I used to read and love as a kid.

    Congratulations on your success with it.

  • The above solution mostly worked, except the default tile movement controls let you hold down an arrow key and keep moving - which prevented the end of move action from triggering.

    So, I had to turn off the default controls and then add this:

    And, now, I think everything is working as I hoped.

  • Thanks everyone for your help so far, I think I finally figured out a pretty easy solution.

  • do you mean you want to move the tile background?

    and have a way of triggering next movements?

    Just explain game a bit and then i should be able to help.

    Radkampfwagen

    No, I don't want to move the tile background.

    I have a Sprite Object named "Player" with a TileMovement Behavior. I can then use the arrow keys to make him move. This works great.

    However, this will be a turn-based game, so I want to be able to limit the number of squares the player can move each turn.

    In addition, after each tile movement, I would like to be able to do some other tests.

    So, I just need someone to show more or link me to an example, where I can trigger an action after a TileMovment is complete.

  • Thanks for the link. I'm still stuck though. I'm not sure why this is so confusing to me.

    I can't seem to figure out how to write the event and action that will trigger after a tile movement has occurred.

    Does anyone have any examples of this in action I can take a look at?

  • I just did a search and can't find anything on "GridTarget".

    It seems like there should be some action I can trigger, when a tile movement has taken place, but I can't find it.

    If I had that, then I could easily setup a variable to track how many times I've moved and, subsequently limit movement.

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  • I have an idea for a turn based game using TileMovement.

    But, to do the idea I have I need to be able to limit the movement of player each turn and I also want to do an action after each movement.

    What's surprising me is when I look at the actions under TileMovement I see: "can move" and "is moving", but nothing for "has moved".

    What is the best/easiest way to:

    - Limit movement per turn?

    - Trigger an action after each movement?

    Tagged:

  • I just tested this with a few different prompts and it actually was kind of helpful (especially with easier questions).

    I could definitely see this helping beginners get started with their projects.

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MessMess

Member since 22 Nov, 2023

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