Aeal5566's Recent Forum Activity

  • I mean to use this for my state machine plugin so maybe is there a way to I can modify the call that creates the options box for when you add a private variable to the object, so that I can use it as a way to add states?

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  • Is there a way that I can make it so that you can add states in the IDE instead of using an event. Kinda like adding a private variable but instead adding a state.

  • You can have states nested within states. so more than 1 state returns true.

  • how would these sets of states work? could you tuen the entire set off. can you define this idea a bit better so I have a better vision of what you would like.

  • Plugin has been updated a bit. Im working on the adaptation to a behavior.

    Deadeye gave me the idea to have the option that when you set a state to true all other states are turned to false by default. this would be in addition to the normal changing state options. Do you guys agree or disagree?

  • I changed them to on state activated and on state deactivated for the next build.

  • Sweeeet

    damnit I wanted to do this one but I could never get the SDK to compile with VS9 Express =(

    Downloading

    Edit: Nice... but could it be a behavior instead? I think it'd be much more useful that way (for AI, for example, each instance having its own state). I have no idea how hard it would be to turn it into a behavior though

    its not too bad. I will get around to it I have the basics there its just a matter of doing a few things in the SDK

  • I could change that nothing too hard to change. That is better terminology, I couldn't think of what to call those lol.

  • There is an example cap included with the plugin files.

  • State Machine Plugin v.90 beta.

    Actions:

    ->Add State

    Params : State name. Starting State.

    Description: Adds a new state with the given name. State names are case sensitive so Lol is different from lol.

    -> Switch State

    Params: State Name.

    Description: Switches the named state IE lol is false lol will become true when the state is switched.

    Conditions

    ->State is True

    Params: State Name

    Description: Returns if the state is true. Invert the condition if you want to see if the state is false.

    -> On State Deactivated

    Params: State Name

    Description: Triggers when a state goes from True To False.

    -> On State Activated

    Params: State Name

    Description: Triggers when the state goes from False To True.

    -> On State Toggled

    Params: State Name

    Description: Triggers when the state toggles.

    v.91 up dates

    [add] - On State Toggle

    [add] - You can now set the default state value

    [change] - Now called state deactivated and activated.

    ___________________________________________________________________________________

    Planned additions :

    -> Set default state when you add a state. - done

    -> Make state Params case insensitive.

    -> In IDE addition of States.

    -> Adaptation to a behavior.

    -> On State Toggled. -done

    Any other suggestions or Ideas post here. Any bugs or problems post here as well.

    Get It Here

  • Why not just use containers if you want each enemy to have a health bar?

  • The builds are marked as Stable and Unstable. The latest Stable builds are the ones up on the sites while the latest unstable builds are only on the forums.

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Aeal5566

Member since 23 Oct, 2008

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