heromedel's Recent Forum Activity

  • Thanks I'll try it

    Update: looks good and seams to be working better thanks.

  • Sounds like a variable would work. When hit by a laser have the variable tick up one. Like self.absorb +1 and then when a laser destroys it right before the destroy event have it spawn a bullet maybe with a repeat equal to .absorb. So if absorb is at 6 then repeat create bullet 6 times and then figure out how your going to handle angles.

    so to recap I would handle it like

    local variable "absorb"

    when hit by laser add 1 to absorb

    when destroyed system - create object- bullet (repeat "absorb" times)

  • I have some basic mobs moving in a random fashion.

    Using round(random(3)+1) also tried round(random(1,4))

    for 1 self.Y-16

    for 2 self.X+16

    for 3 self.Y+16

    for 4 self.X-16

    but they tend to drift to the right and slightly downward, cloistering in a corner. Seams like the random roll is giving preference for 2 and 3. Should I do it differently like using floor instead of round? or some other way to not have it leaning.

    Update: Floor made it worse I think.

  • It seams that having a map reveal or fog of war that is limited by walls is difficult for many people in construct 2. I may have to make a temporary work around by revealing walls that you are one tile away from even though line of site would go much further into the room or down a hall.

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  • Oh, well I think that having a timer every so many seconds would work but maybe this would help more.

    https://www.scirra.com/manual/103/sine

    I'm not an expert with sine behavior but I believe it can do exactly what you want.

  • I believe there is a timer object or behavior that might help also you could use system every x seconds.

    Not sure what method would work best for you but when I do random movement for enemies every x seconds works for me.

  • I'd probably use 8 directional movement and then compare the touch.x to the object.x and if it is was not equal have it simulate movement. However in my game I made like this I believe I decided to not want it to go to the dead center of the object so I used two vents to check if it was greater then object.x+32 and a second event to check if it was less then object.x -32 or something along those lines.

  • I know I'm probably handling this in an inefficient way but, to make a map discover-able I am using dark sprites that are destroyed when in line of sight.

    The problem is that if the dark sprite is above a wall it does not reveal the wall.

    I tried having an event like

    if wall is in line of sight and overlapping darksprite then destroy darksprite.

    But that didn't work either. So a solid wall blocks itself form being in line of sight.

    Any recommendations on how to proceed. Everything I find online seams out of date or based on construct classic. If I could just remove the darksprite above a wall in line of sight i'd be set.

  • Looks like your question has already been answered but what I would likely do is use

    system - create object - x = random(0,0) y = random(0,0) and then replace the 0,0 with whatever space you want it to spawn in such as x = (0,680) y = (580,680)

    then I would either have it repeat 10 times or I'd just manual copy and paste it a few times.

  • Yeah I figured it our using load from url and then just typing the filename of the imported file. But I still wish I could just use a load action from the array like array.load json and just skip the ajax thing completely. But oh well.

  • I recently had an issue with this although not with audio files. From what I found auto import will import all files inside the folder named "files" that you will see if you are working with a project folder instead of saving as a single capx file. But it does not import from subfolders.

    So the same folder that your project icons are inside of.

  • Doesn't Array.Download create a json with the arrays current values. or are you talking about something else?

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heromedel

Member since 7 Feb, 2011

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