Anaxim's Recent Forum Activity

  • Ok, got it, awesome.

    Thanks a bunch, you're great.

    (And a new useful expression learned)

  • Ok, just so I'm clear on what you did there:

    The expression checks if the GV equals 1. That much I got. What's that 0:1?

  • That tells me very little.

    Am I to surmise it's a bug?

  • I was attempting to comprehend RTS movement and came to the point where I was able to spawn graphical waypoints and have them destroy when the unit reaches them. That's when the problem appeared.

    http://dl.dropbox.com/u/4850857/RTS%20Movement.cap

    The cap itself, just so we're clear.

    The problem is as such.

    Each click, after activating the unit's movement, sets up a graphical waypoint with a PV set to a GV that goes up on each click.

    When the unit arrives at a waypoint, the sprite of the waypoint is set to destroy, by picking the one with the lowest PV.

    The issue rises when Contruct deems it right to destroy the number of waypoints forward equal to the PV of the current one, rather than the one.

    Not sure if I am clear enough, but the cap is easy enough to decipher.

    Any help or insight appreciated.

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  • Oh well. I'm assuming it a precision based exploration game... Am I right?

  • Hmmm. Cool.

    I have to recommend, given on how this thing works, that the player would be given a deadstop button. Took a bit too much clicking around to get that ship to a dead spot over refuel.

  • Good to know. Will we be seeing the project posted later?

  • Somebody has a point. A good point.

    Separate the frames of the shield into another animation and set it to run on collision. Then check if the animation is running and then to end once before setting it back.

    Should work.

    EDIT: I checked it out.

    I found the general error, which was kinda stupid - you have Always Condition with Action Set Frame to 1. It doesn't let the animation run as it was. Try start of layout, rather than always.

  • I think I found what might be the direct problem - the condition is only present on collision. Set it to run a few ticks after as well, perhaps?

  • Ah. Heh.

    Good to know I am a point of good example.

    I think we can stop bumping the derailing the topic XD

  • The reason I had not taken a closer look are due to 2 misconceptions:

    Knowing the interface well enough and feeling confident in my skills in MMF2D being applicable. Showed myself right. Not a mistake I'll do again, anyway. I'll go through whole tutorials now.

  • Actually, once a quite helpful person on the on-site chat directed me on how to assign movement, I became more at ease.

    I did look at ghost shooter, but now thinking... Probably should've taken a better look.

    Thanks for the reply, though.

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Anaxim

Member since 16 Feb, 2010

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