mumu64's Recent Forum Activity

  • I got this working, but I was just wondering if this was something common, where experienced (construct-)programmers had some advice for.

    This is not urgent.

  • Thanks Nifl, for the offer, thinking and earlier post.

    I'm glad I just got it working! (thanks to R0J0hound's suggestion of UID's)

    event 1

    + Weapon: Value 'ammo' Equal to 0

    + Weapon: Value 'Reloading' Equal to 0

    -> System: Create object reloading on layer 1 at (Weapon.x, Weapon.y)

    -> reloading: Set 'WeaponUID' to Weapon.UID

    -> Weapon: Set 'Reloading' to 1

    event 2

    + reloading: Animation "Default" finished

    + Weapon: Unique ID is reloading.value('WeaponUID')

    -> reloading: Destroy

    -> Weapon: Set 'ammo' to 3

    -> Weapon: Set 'Reloading' to 0

    This simple event took me 3 hours, I think. <img src="smileys/smiley18.gif" border="0" align="middle" />

    When R0J0hound mentioned pairing, I thought I could use the Container feature/property, but it didn't work or I didn't know how.

    If there's a more quicker/elegant way to achieve the above result, I am interested.

  • R0J0hound, that sounds so right, but it didn't work.

    update:

    Now I'm trying to figure out the first part first:

    assigning every weapon that runs out of ammo a reloading-sprite, because it seems that the "trigger once"-condition gives the unwanted result: only applying it to 1 weapon.

  • Thanks for the reply.

    With your suggestion it doesn't execute/look at the subevent ("reloading: Animation "Default" finished).

    <img src="smileys/smiley6.gif" border="0" align="middle" />

    (Tried in CC 1.2 as well)

  • I can't solve this:

    wish:

    When a self firing weapon(/turret) runs out of ammo, it reloads. After reloading it can fire again.

    Problem:

    With more than 1 weapon on screen, they start to synchronize (unwanted result) after 1 reload and reload and fire bullets at the same time.

    (1 weapon on the screen works fine)

    + Weapon: Value 'ammo' Equal to 0

       + System: Trigger once*

       -> System: Create object reloading on layer 1 at (Weapon.x, Weapon.y)

       + reloading: Animation "Default" finished

       -> reloading: Destroy

       -> Weapon: Set 'ammo' to 3

    * when I don't use "trigger once", it keeps creating sprites, because ammo stays "0" for several seconds. But this way, it creates only 1 sprite "reloading" for 1 weapon, while there are several weapons on the screen.

    (CC v0.99.84)

  • Construct goes through the event list from top to bottom and checks if the condition is true, otherwise it ignores it.

    (event 1)

    + if switch is 1

    -> say "1"

    (event 2)

    + if switch is 2

    -> set switch to 1

    -> say "2"

    -> set switch to 2

    My expectation would be (when switch = 2) what construct would do:

    • ignore event 1
    • go inside event 2, change switch to 1
    • say "2"
    • set switch to 2

    Screen result: "2".

    But when I preview this, it seems to also do something with event 1!

    I don't understand this.

    (using v0.99.84)

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  • I'm also going to put it in a Check-Out-Later-folder!

    Thanks Tulamide.

    Maybe we need to click on the +1 to show appreciation^_^?

  • I asked if the "e-mail me, when this topic gets a reply"-option could return.

    Tom (the website builder) replied:

    Yes sorry about this. I'd love to give a time when it will be done but problems with the forum are really involved to fix usually, it will get done soon hopefully though.

  • Thanks, Noga.

  • What would be an elegant/efficient way to do the following:

    In game, in a menu:

    Items can get upgraded.

    Click on the item to upgrade it.

    After clicked on the item, and it is upgraded, it is visually shown by a circle-sprite behind it.

    Example:

    <sword> X X X (not upgraded)

    <sword> O X X (upgraded once)

    <sword> O O X (upgraded twice)

    I was thinking about the following solution, but it is cumbersome, I think:

    +With every creation of the upgrade-menu:

    -> place X-sprites on the correct positions.

    -> give every X-sprite its own number, so that you know which number is which X-sprite.

    + Sword: Is global variable 'SwordUpgrade' Equal to 1

    + X-sprite: identify the first X-sprite (number 1)

    -> UpgradeStar: Set animation frame to Circle-sprite-frame.

  • I'm trying to understand and work with arrays.

    I've read the wiki and C2-article about it.

    Using it in CC (v0.99.84), is hard to understand, because I wanted to see what's inside the array, using debug-mode, but I get a result I did not expect.

    In the array-object I inserted the following properties:

    x: 4

    y: 4

    Z: 0

    My expection would be, that the array now looks like this:

    0,0,0,0

    0,0,0,0

    0,0,0,0

    0,0,0,0

    When running debug mode, the instance of the array shows the following:

    1,0,0 value: 0

    2,0,0 value: 0

    3,0,0 value: 0

    4,0,0 value: 0

    What does the "value" mean? Which value is it showing? Perhaps the value of a coordinate?

  • Would it be useful to have a How To Use Debugging-article/wiki page?

    (I am too inexperienced to write this. I think I don't use the debugging-part not to its fullest.)

    This page about Visual Studio's debugging is very detailed.

    codeproject.com/KB/cs/MasteringInDebugging.aspx

    I suppose the debugging in CC/C2 isn't as deep as in a Visual Studio-environment, and maybe it doesn't need to (I don't know).

    But I am thinking a few "tips and tricks" and the reason behind debugging should be nice to see documented.

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mumu64

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