Speedy1SonicBoy's Recent Forum Activity

  • You can use Timer behavior. Or increase a variable every 1 second, and check if it's >=5 seconds.

    For this... I might also need another example.

  • Say, you have a single Enemy sprite with animations Zombie, Skeleton and Goblin.

    Put 3 copies of this sprite on Assets layout. Configure the animation and instance variables like HP, armor etc. And give a name to each template:

    When you create an Enemy from "goblin" template, it will be created with the correct animation and variable values.

    Templates are not related in any way to animations. You can have multiple templates with the same animation, for example "zombie_soldier", "zombie_medic"

    I think I have it now.

    Thanks for the example, it really cleared things up. Now how do I trigger a spawning to a certain event OR a timeframe, say, of 5 sec of that event not happening?

  • I think you understood correctly. However, I myself am having trouble with understanding some of the context here. How can I implement templates in animations? Do I name the template the same as the animation?

  • I have four different animations for a sprite. I had an idea to attach a variable number for each animation of an object to affect where they spawn in. Perhaps I'm looking at it the wrong way? Perhaps there's something else I can do instead?

  • This was made before you posted your last few posts but maybe you can get some ideas from it.

    Roughly it just creates attachment points around all the attached objects, and then deletes invalid points that overlap other attached objects.

    It keeps track of what's attached with a boolean variable and doesn't let moving objects get attached so you can throw them. Also it keeps track of the order the objects are added with a number variable.

    https://www.dropbox.com/scl/fi/7vf4eia7vzvmnzd8hoi6g/dynamic_attaching.capx?rlkey=gjl65ke9vjpj0nqsz42im1fq5&st=niaagaur

    Well, that's huge, to say the least. Thank you! I'll take a look into it and see what I can reverse engineer!

  • I've gotten closer to what I want now but it's not 100% just yet.

    Below is an example of my code:

    And this is what's happening:

    The Sprite 2 is now just a little too close to/far from Sprite 1 anchor to make a stable shape, and the other instances sometimes overlap. Also, upon Space being pressed ALL instances have the bullet reaction instead of just the one connected.

    Still, I consider the appearance of anchors on Sprite 2 a success over not having them before.

    I think I'm missing the 0/1 variables for those, but tell me, is there something else on top of that I might also be lacking?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • So those are the images of the instance shapes. However, to reject with the space button...

    ...In the order in which it's collected, the Sprite 2 instances (Colored) will be thrown in the angle from which it is collected by Sprite 1 (in Black). This is so that the shape made can match with the plans shown above.

  • 28 total instances of Sprite 2 can be attached at once. So... the shape can get pretty big lol

    The before attach is as the first Construct image, and the after is something like the second. where I'd like for it to be able to attach is given by the orange dots of the next examples here:

    Anywhere along those orange dots, I'd like for instances of Sprite 2 to be able to attach to, such that they're diagonal from one another.

    As for the instance variables, I like that idea. Will keep you posted on whether it works or not, though, for some reason, it tends to require a reset lol.

  • Screenshots will be better, I think.

    What I have is basically like a top-down POV of the picture above, but the green one on the top right hovers with the rest of the form, and no other instances will collect.

    So Sprite 1 attaches to Sprite 2 at the anchor points like I wanted.

    What I want is for each Sprite 2 that's attached to then have anchors to attach to other Sprite 2s, but only when attached to Sprite 1. I'm thinking heirarchy and having children of Sprite 1 be Sprite 2 might solve the problem of in which order, but when I press Space I also want the Sprite 2s to shoot out and remake-available the anchors once present.

    The code so far is as follows:

    But I think I messed up towards the end with the Sprite2Anchors somehow. Is there any way I can keep the other ones attachable as well, such that the attached Sprite 2s can keep their positions?

  • I just realized that the YouTube link isn't working for me for some reason.

    Anyway, maybe this can help illustrate what I mean.

  • My idea has gone bust. Though the initial plan worked, the added complication, well... complicated things.

    I want to know how to add additional instances on anchor points of Sprite 2 attached to Sprite 1 without it jumping all over the place in confusion with itself.

    I don't know how else to explain it, other than that the resulting shape should be bigger. There's also the added idea of pressing space to immediately get rid of the sprite 2 that was just collected, making the overall shape one less than it was. That part I'm almost certain I have down, but angles are weird, too. I hope to reject the piece and it to bullet to the direction from whence it came. That seems like its own post, honestly, but do let me know.

  • Please post a screenshot of your code or the project file.

    Actually, *whew...* I got it to work! Thanks so much!

    Now the idea might just be to create more anchors for the Sprite 2s that are connected to Sprite 1, again such that they don't overlap. Thankfully, I think I might just know how to do this thanks to you!

Speedy1SonicBoy's avatar

Speedy1SonicBoy

Member since 28 Sep, 2024

None one is following Speedy1SonicBoy yet!

Trophy Case

  • RTFM Read the fabulous manual
  • Email Verified

Progress

2/44
How to earn trophies