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  • Same as this bug, fixed in next build.

  • You have the system expression "Distance()" which does exactly what you described.

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  • Or use "includes".

    You shouldn't have to duplicate an event sheet anyway.

  • Congrats Ashley, I like the infos and the editing of the manual entry.

    Thanks.

  • Or read how to post links in the forum by clicking on my signature and checking the "Posting tips" ^^

  • You have to remember the code is executed from top to bottom.

    In your case, when the var = "Follow", it is set to "Stay".

    And right after, it testes if the var = "Stay" (which is true since we just changed it) and so it sets it to "Follow", but the testes are done and the code executes for another object.

    By the way, you don't need the "For each object" in the top level event, this is implicit in C2, the conditions are tested for all instances of the object, and the sub-events will use the picked instances from the first event.

    What you would need here is rather :

    On shift Pressed

    Object is overlapping Object2

    ..Local variable Temp = 0

    ..If Object variable = "Follow"

    ..If Temp = 0

    ..==>Set Temp to 1

    ..==>Set Object variable to "Stay"

    ..If Object variable = "Stay"

    ..If Temp = 0

    ..==>Set Temp to 1

    ..==>Set Object variable to "Follow"

    Like in this capx.

    You can see the actions are only applied to the instances picked in the top level event.

    When you check for overlaping, it only picks the instances overlaping.

    That's how events work.

  • This capx

    Using the random expression in a condition will change the value every tick, when what you want is a random interval between spawns.

    A possible implementation is using a global variable to keep the value for the interval.

    And each time this interval is done, spawn an object and set a new value for the interval. The value is a mix of random and an operation according/depending on the score.

    The expression here is just to show how you can do.

    It's not a long term viable solution as at some point the value of the score might end giving 0 intervals (which then should spawn each tick).

    Anyway, hope this answers your question.

  • Well the steps that lead to having this broken capx.

    Do you remember the steps you did before saving the file ?

    At the moment you can ignore the different check failures and load the project, and see that sprite15 is an empty (without texture) sprite.

    Have you done specific with the texture that you did not to the others ? Do you remember if you've been modifying the sprite15 before the save ?

    Anything that could put in the right direction ?

    Do you save as capx ? as folder with a backup as single file ?

  • Are you asking how to make animations sprites, or how to use the Sprite object in C2 in order to have an animation displaying ?

    If the first, you should have a search in the "Tools/ressources" forum where the question has been treated through many tools and links to tutorials.

    If the second, have a look at this tutorial which quickly covers the setting of an animation in C2 and have a look at the manual entry which provide more informations about the interface.

  • Extract from the How do I FAQ:

    uick tiling : LINK

  • It would help if you posted the capx of how you've configured/setted things so far in your project.

    Have a look at that uncommented capx is it what you are looking for ?

  • Ubivis, Wronghands: I guess the current implementation is really not fit for realtime. And/or small Cell Size Side. (bigger cell side sizes over the same layout's size => less computations)

    In the current state I'd say it would take another implementation of the PF to perform in real time.

    I've been discussing with Yann for some time about such an other plugin/behavior.

    For now, I don't really need it, and haven't really time to spend on such side project atm.

    As long as you limit and delay the path generations, you may have a use for the PF (especialy in turn based/slow paced games).

    Or use a "witness" object that will have the pathfinder and which pathlist the moving instances/objects of the same type (Ubivis, your yellow moving thingies for example) would look/use.

    But the path would be actually generated only once on start of layout or any time the obstacles/field is modified. And not for every moving instances.

    That would lighten the CPU charge for sure.

    Wronghands: I saw some strange things occuring testing your exported project in firefox.

    That would lead me to believe that you're not mastering the behaving of your application/logic.

    Without the capx, hard to say.

    And I really don't have the will/time/energy to be your personnal debugger at the moment, sorry.

    You'd have more answers posting a public capx, the exported project pretty much still looks like a prototype.

    If you fear for graphical/sound asset, simply make a stripped version with graphic placeholders/no sounds.

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Kyatric

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