bbjGames's Recent Forum Activity

  • I have a grid board made up of block of land with different heights and I want to have water flow into tiles with a height lower than the height of the water+height of the land the water is on. I'm trying to do this using an array instead of collision checks with water block and blocks of land and I'm having marginal success (water slowly seeps onto land) but I'm pretty confused on how to proceed with this. Any suggestions on how something like this could be accomplished?

    capx:

    https://drive.google.com/file/d/1aBWlLl ... sp=sharing

    Edit: I want it to be similar to the water flow in creeper world or something similar where the water slowly flows so you can have areas of high water spread out but also still make waves of water that move forward

  • I'm running a project I made and noticed a weird glitch happening that I've never seen before. Is there a way to switch to debugger mode in the new project tab that is running? My project uses random genetic code so I want to check if it's just doing something strange because of that, if I switch to the construct 2 app and just hit debug it will just replace the program that is already running and I'll lose whatever this thing is. I'm not sure if there is a way to just open the debugger console without restarting everything but if there is I can't find how to do it

  • I set mutate to 5 to make sure it was obvious that the loops wasn't working properly. I moved the variables down to the repeat loop and now it works great, thanks a lot. I feel like that was sort of a dumb mistake on my part but at least now I know for next time

  • I'm sorry, that was the wrong version. Try this capx https://drive.google.com/file/d/1TniM_Y ... sp=sharing

    You'll see that for the animals brains only one of them is randomized and the rest all stay the same

  • So I'm trying to make little critters that evolve a neural network. The simulation works good but I'm having a problem with the Arrays that make up their brains. I'm trying a for each loop to randomly pick parts of the array to mutate but for some reason it only does this to one animal instead of all 5 of them

    Here's a link to a capx https://drive.google.com/open?id=1Qtyxv ... am-mpcUCHK (the code in question is at the very bottom of the event sheet)

    I think it's something with how each works with arrays maybe? Because I tried to see if I could change all of the sprites frames using it and that works, it's only the arrays that seem to be having an issue.

  • Thank you so much, that did the trick. I was not using a local variable, instead I was referencing the sprites that were being created directly and that was not working. Now it's working perfectly

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  • I have a loop and a variable called var1. On the first run of the loop I want it to spawn a piece of a road and for each run after that it should put the next piece of road starting from where the last piece went down. What I've noticed is that I can't put this all in one loop. Here's a link to the capx, you can download that to look at the code. Maybe I'm just doing something wrong (in the code to make it simple I'm just trying to put a red dot on the ends of the road that were put down in the first part of the loop).

  • No, it has a line of sight of 45 degree and a range of 40 and when it turns it has a line of sight to the unknown area next to it. For some reason if I tell it to spin when it doesn't have line of sight it spins even if it does have a line of site to it's target

  • Oh my god, I'm an idiot XD I forgot that when using atan2 you have to do the subtraction to make it into 2 variables, no wonder it wasn't working. Thank you!

  • So I'm trying to make an AI that searches around an area. I gave it the line of sight behavior and said

    If Robot has LOS to Unknown: Move forward 1 pixel

    • else: Rotate 90 degrees

    It says that else is invalid and when I try inverting the line of sight the robot just spins around in circles.

  • I can't use angle(a,b,c,d). My GPS doesn't line up with the actual points in the editor so if I use angle it won't be correct. I read that in a lot of programs there's a function called Atan2 but Construct doesn't have it and the graphics are lined up with the 0 degree position

  • So I've made a little GPS like system for my program and have AI moving from point to point based on that instead of the actual coordinate system used in the construct 2 editor. How can I find the angle of the line between two points so my bots know which way to go? (the built in angle function leads to my bots getting stuck sometimes)

    Edit: I've tried using the atan function but it only works for angles between 90 to 270

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bbjGames

Member since 16 May, 2015

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