mikehive's Recent Forum Activity

  • Have a look at the example projects tagged "isometric". Those should help you get up and running with this :)

  • Glad you got it sorted out! 😎

  • I think you're right: it does seem like that should be a thing, but I can't find it anywhere, either.

    That does seem like a bit of an oversight. Perhaps you could post it on the Suggestions board for the devs?

  • You could start a Remote Preview and then paste the URL into a new Incognito window?

  • Thanks very much. So in this approach are all the objects instances or discreet objects? Seems like they have to be separate objects. If they're instances the list positions is the same for all, when I change it for one they all change.

    No, that's the whole point of instance variables - they can be set separately for different instances of the same object.

  • There's several ways to achieve this.

    The most intuitive way I can think of is to give all the clickable objects an instance variable eg. listPosition. Then you could go through all the objects and set listPosition = 1 for the first one, listPosition = 2 for the second, etc.

    Then you could have two global variables eg. objectToClick (which starts at 1) and totalObjects (where you can put the total number of objects eg. 3).

    Then we can just do this (pseudo code but just to give you an idea):

    if user clicks object & object.listPosition = objectToClick : add 1 to objectToClick

    if user clicks object & object.listPosition != objectToClick : show "fail" message / fail events

    if objectToClick > totalObjects : show "success" message / win events (user has won)

    So, if they click object with listPosition=1 and objectToClick=1, the game allows them to go on to click object with listPosition=2, etc - and if they click anything else they get the fail condition.

    An alternative way to do this would be to match two text lists, but that may involve mucking about with string operators and might be slightly more confusing? Same result anyway :)

  • Just to add to oosyrag's idea... you might want to tweak that a bit, because at present this might make enemies pick a point on the far side of the enemy - that will look weird and not "intelligent", because there would be no reason for them to want to move to the furthest possible point from their current location...

    Maybe you could add a check so that you first test if the enemy is to the left or right of the player (eg. if enemy.x < player.x then move to a random point on the left side of the player, etc). And do the same for the Y axis.

    Alternatively, you could maybe spawn a bunch of invisible helper objects around the player and have each enemy select the nearest node to their position and head towards that? 🤔

  • No, you can't use the debugger after exporting.

    Why would you want to? Debugging is part of the development process, but you generally don't want debugging features enabled in your exported build. Otherwise all of your players would be able to access it and see all the inner workings of your game.

    I'm curious what kind of situation you could be in that specifically requires use of the debugger on the exported game?

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  • "whoopsie doopsie~ dewe's a nyew vewsion downwoading and it's awmost weady~ i am vewy sowwie :3 "

    I will quote that verbatim ;)

  • Ahh! Thank you Eleanor. Not immediately sure how to use them but I will do some reading. Thank you for pointing me in the right direction :)

  • For your "is on screen" event, try this instead:

    Y is on screen

    ---For each Y

    -------Every Y.AttackSpeed seconds: Y spawn Minus

  • By default an instance variable should only affect the one object.

    Can you post a screenshot of your events?

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mikehive

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