Magistross's Recent Forum Activity

  • You must use "compare two values" and compare "value = 1 | value = 2" with 1 (true).

  • You're talking about collision cells. Here's the blog post Ashley did when he introduced this feature.

    https://www.scirra.com/blog/ashley/6/co ... on-in-r155

    However, I'm not sure if there is any reliable way to manipulate the collision cells.

  • Oops! I needed to override the "setTileAt" function from the tilemap plugin so EasyStar could track changes made to the tiles. However I mixed up height and width somewhere along the way on the array "overflow" check. Once you reach a width greater than the height, it won't do anything (and vice versa).

    Try redownloading the latest file, it should work now.

  • Containers do not work with families. However, you can manually link objects together using a common variable value for instance (like linking the detectors with the sprite UID). You will need to explicitely pick objects though.

  • white-space: pre might be a better alternative, otherwise some browser might not preserve the white-space info.

  • You could add a "for each enemy" as your last condition and add a "stop loop" action. Only one enemy would then be destroyed.

  • Perhaps you should use the inverse logic, although it could be a bit slower.

    Not overlapping object A and Not overlapping object B -> Set to False

    Else -> Set to True

  • -The text tags / commands and queue are set up using regex and dictionaries. I learned this from the Dialogue System Template on the Scirra store, but added a lot to it to give individual characters and words their own behaviors and effects.

    Glad to know my hacky way of doing things has learned you something

  • Or in this particular case, you could create a "Roads" family have your event go like "when player collides with Roads".

  • Or create a function to change specifically this one variable (like a mutator).

    On Function "SetVar1"

    ---->>Set Var1 = Function.Param(0)

    ---->>Set Textbox text to Var1

  • I'd say it's far easier to have the inventory menu in a layer instead of a separate layout, only because you don't have to worry about saving the current game state to load it back when you close the inventory.

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  • Well, if it's limited to a predefined list of skin tones, I don't see why you wouldn't put them all in different animation frame / name, with no effect whatsoever.

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Magistross

Member since 4 Jul, 2011

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