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  • I'd like more clarity in the editor - which events belong to which groups, etc. Something like this:

    [attachment=0:33lkr7mr][/attachment:33lkr7mr]

    Scroll down to see it in action (also this annoying scrolling frame could be thrown out).

    Also - random property values in the editor (basically just put random(a) or random(a,b) or choose(a,b,c) with values and at runtime it uses a random value).

    And a Boolean global variable wouldn't hurt.

  • Turns out I never posted here... Weird. Well, let's get that achievement. I'm Latvian, a designer by trade, always had a passion for games and creating things. So now I'm mostly creating things to create things for games. Perhaps 2015 is the year something finally gets published. See you on the boards.

  • I think something like this would do (I mocked this together to illustrate the idea - you would have your actual events there):

    [attachment=0:1t7xmqe4][/attachment:1t7xmqe4]

    Since the TotalAttack only changes any time you change equipment you only need to sum the values when that happens.

    Then, when you attack something use the TotalAttack global variable to subtract the damage.

  • What is not possible? These are basic maths: Enemyhealth -(Attack1 + Attack2 + Attack3).

    If you must have one variable just have a global variable, say Totalattack and change that only when equipment changes. Then subtract that from enemy health (more efficient too, probably).

  • Put the click events into a group and enable/disable that as needed.

  • Behaviours - they are the one alternative to events. Often you can achieve a lot with just the right behaviours.

  • Another update, check it out:

    • Improved - Went through everything and cleaned up most lose ends in the code. Optimized several things.
    • Improved - Removed the confusing reset button.
    • Improved - The grid is now a little more opaque, the center a little more pronounced and yet less distracting.
    • NEW - New selection display system, a good deal better - now future proof, as it uses the same assets. It now shows the outline of the object no matter how deep under the others it is. Also, and this isn't perfect yet, it lowers in opacity the deeper the object.
    • NEW - Set canvas size (within the grid for now, but this promises a bigger grid soon). Click the canvas edit button and edit the canvas (green rectangle) just like the objects (same controls).

    Just hard refresh the link from the first post to try it.

    Known issues - cannot load an object a second time, unless something else was loaded before that. Please help:

    Mini poll: I'd like to rename the project ObGEN as that better relates it's purpose and is pronounced in a similar way. Is the risk of immature jokes too big?

  • On non-triggered things, thus on events without a green arrow. It does work.

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  • Hey, kraed, thanks for the kind words.

    From what I see FX tend to produce artifacts, especially when going extra bright, etc. But I intend to include a good bunch of different part sets which would help with achieving different looks.

  • Hi, all. I have a File chooser object which lets me load a local file using AJAX and pass that onto an array which then gets parsed.

    But why does this only work once per a given file? (In my case it's possible to load the file, and then load it again to generate a copy of the same object, for example:

    [attachment=0:3umk26uh][/attachment:3umk26uh]

    If I pick a different file and then the original again it works, but not directly one after another.

  • Ah, right, two different types of blocks... my bad. The variable approach mentioned by codah sounds very sensible. You can add a subcondition in place of the "Pick top instance" of, say "Destroyed < 1" and do a Destroyed Add 1 and that should work.

  • Ok, then add the "Pick top instance" as subcondition - Right click on the top line and pick "Add ==> Add sub event" and place it there. That oughta work.

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Somebody

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