Mipey's Recent Forum Activity

  • Private variables should solve this elegantly. For example, Salvo = number of shots within one salvo.

    On (Do something to cause shooting)

    Repeat (Fire shot) Salvo times.

  • Let's go step by step...

    We have 10 skeletons, the game checks their angle each tick. Say at the tick 3581 there are currently 5 skeletons facing right.

    Okay, five skeletons have angle of 0, so those are picked. Next, we check for those skeletons if there is terrain 10 pixels away from them. Four skeletons meet that condition, so they move at set speed.

    Now, there is ELSE condition, which picks CURRENTLY PICKED skeletons. Those are the ones that match the desired angle, so it turns them all, no matter whether they met the terrain overlap condition or not.

    We want it to pick the skeletons that have no terrain ahead of them, so it picks THOSE skeletons. Thus, we have to make it an exact condition: Is NOT overlapping terrain at offset. That correctly picks the one skeleton who is about to fall off and turns him around.

    If you have a clear idea which instances should be picked at any moment, it makes things easier ELSE doesn't pick anything, the PARENT condition picked instances are counted here. Perhaps if you kept the ELSE and added the "Not overlapping terrain at offset" condition there, that would work, as it would properly filter picked instances. But in this case, ELSE is not necessary, as we already have a condition that filters the stuff.

    I hope I have been clear enough

  • I have responded there. In your case, the Else condition was messing the stuff up, as it picked all objects matching the first condition - is going into the same angle. Changing that to "is not overlapping terrain at offset", basically the inverse of previous condition, only picks the one that is at the end of platform and thus saves it from the certain doom, while other skeletons are still happily going their way.

  • How about this?

    When using objects or families in condition that you want to alter, you have to carefully define the conditions. "Else" picks all objects that have met the condition but haven't met the subsequent condition, i.e. the skeletons that are moving into the same direction.

    Just negate the "is overlapping?" condition and it'll correctly pick the one only, thus change its angle.

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  • One is still able to select an object from the objects list, though that would select all instances of the object on current layout.

  • There is an ability to load textures from a file - or so I've noted by simply gleaming over object features. Perhaps that would help managing the VRAM?

  • Gotta keep one thing in mind, though: Construct is not quite polished and complete yet. I'm new as well and already I've sent some bug reports, not to mention that I still keep running into them.

    Perhaps if bug diagnostics was were a part of the learning process... Both the students and Construct would benefit from it.

    On that note, good luck converting the lessons! I look forward to trying them out... perhaps I'll learn something myself! (Such a freeloader that I am. )

  • Instead of using the fade behavior, you could just do this:

    +If Object Opacity is Less than 0

    -Set Object Opacity to Object.Opacity + 100 * TimeDelta

    You can change the 100 to anything you want, but that will make it fade in in exactly a second.

    That doesn't seem to work, neither do I understand how is it supposed to work. Opacity is 0-100, how can it be less than 0?

    Anyway, I've also tried the "on fade in finished" subevent, however that just causes it to loop, no matter the action.

    Edit: I've made it work now with this:

     
    +On Start of Layout
    MyObject make Invisible
    My Object set Opacity to 0
    
    +On Left Either single or double clicked on MyObject
    

    MyObject make Visible

    +On Right mouse button Either single or double clicked

    MyObject FadeOut

    ++FadeOut Finished

    MyObject make Invisible

    + MyObject Is visible

    + MyObject Opacity Less than 100

    MyObject Set opacity to MyObject.Opacity+100*TimeDelta

    [/code:25z3cgad]

    Bit clunky, but it works: on click the object is made visible, which makes it fade in. On right click I make it fade out using the Fade behavior, then after it is done, it is set to Invisible (otherwise it just loops). So, whenever the object is made visible, it fades in. I don't know, this seems a bit complicated, plus it keeps checking for the condition instead of just executing it once.

    Surely there is a more elegant solution? We'll see after I get back from visiting mom - she's down with flu.

    Thanks for the help so far!

  • It fades in no problem, the problem is that it always disappears after that no matter what I do. If I do the 'on fade in finished" subevent, it keeps fading in, which is rather annoying.

  • Hello,

    I would like my object to fade into existence, but not disappear once it is done fading. Setting the 'fadeout' and 'wait' times to zero still makes it disappear.

    This is for a dialog frame to appear by fading in (within half a second), then I can click it and make it fade away (which would be fade-out behavior, which is quite simple to implement, unlike the fade-in).

    Any ideas?

  • <img src="http://mihey81.googlepages.com/sb_title.png">

    I suppose I could tell something about my project. Originally I had planned a complex hybrid RPG/adventure system with strategy and tactical elements (commanding an unit of mercenaries, then eventually leading a mercenary guild on major scale gameplay), then I realized that I should start with small and simple steps.

    So I present "Sword and Board", a role playing adventure game with engaging story. As you can see, it is going to be relaxing on the eyes and nerves alike.

    I look forward to seeing this through.

  • Ah, makes sense. Sorry to be an ass, then.

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Mipey

Member since 16 Jan, 2009

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