CinderFlurry's Recent Forum Activity

  • I think you should check if you have added a Solid behavior to your obstacles and make sure Solids are assigned as obstacles in the Pathfinding behavior.

    The random numbers that are generated will determine witch obstacle's solid behavior will be turn from Inactive to Active.

    There is something you can do :

    - put obstacles on your stage

    - design different (let's say, 5) possible paths that are determined by a different combinaison of obstacles. Put the corresponding set of obstacles in different families named (for exemple) pathObstacle1, pathObstacle2, pathObstacle3...

    - for every moving object, before path is calculated, select a random family and put it as an obstacle in the Pathfinding behavior

    - calculate path

    Should be something like that :

    + System: For each MovingObject

    -> MovingObject: Add Pathfinding obstacle Obstacle(random(1,5))

    -> MovingObject: Find path to (targetx, targety)

    The problem with making obstacles solid is that then the player can't get past those obstacles - also the walls tilemap (which is solid), when added as an obstacle after creation, doesn't work either and the object paths right through it

  • I was thinking of something :

    - Put on your scene a few invisible obstacles that you can activate/desactivate.

    - Every time an object has to find its path, chose randomly a random number of obstacles to activate. This will create for every object a different path to choose from. One path is calculated, disable active obstacle and apply the same process to the next object

    - Of course, you'll have to place your invisible obstacles on stage so that they won't create dead end where an object can be stuck.

    I didn't give it a try but this may be worth trying

    Having trouble doing this... After assigning a round(random) number to the pathfinding object on creation, I add obstacles to it depending on what number it was assigned and then find a path. After finding the path it just goes straight through everything toward the destination :/ Any ideas?

  • bump ^^ !

  • I'm looking for a way to make pathfinding more varied... When a group of objects find a path toward a target, they'll all take the same route and travel in a straight line - is there a way to make some of them go slightly off the path or even a different way entirely?

    Since I'm making an automatic spawner for a lot of the same object, I can't individually assign different paths to a certain sprite through the editor, it'll have to be done through the code. Thanks in advance!

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  • How can I ask the code if the numbers it returned with 'random(100)' are 'either(1, 2, 3, 4 or 5)'?

    Here is what I want:

    System - Random(100) Equal to | either(1, 2, 3, 4, or 5)

    I understand there's no 'either' expression but that's what I'm asking. What expression is used in place of 'either' to get the result I want? And if there isn't one, how can I write my code to get the desired result? My brain is fried trying to figure this out!

  • I'd like to raise an effect's parameter gradually, but can't figure it out.

    I figured the best way to do this was by doing 'Every tick' > 'Sprite.Effect +1' but can't figure out the correct expression... Anyone know?

    I'd like to avoid using lerp if possible, thanks for the help in advance!

  • I'd like to make the screen shatter for a second and then have all the pieces fall down off screen - any ideas on the best way to go about this?

    EDIT: Let me clarify that I just want to make glass above everything shatter, not all the objects and stuff. Just a glass mask shatter, if that makes sense.

  • I want to give the player a prize for every 100th in their score, so when the score hits 100, 200, 300, 400, so on.

    How can I tell the engine to do that without having to do;

    'If (variable) equals 100 then>

    If variable equals 200 then>

    I hope you understand what I mean.

  • Bear with me here.

    Let's say you chose the 'Set Frame' action for a sprite. You want the frame to be set to the first, or '1', so you type '1' into the box.

    But let's say you had another sprite called '1Bunny'.

    Upon typing '1', you are greeted with a drop box that comes up with all the possible expressions involving the number 1, in our case that'd be '1Bunny'.

    This forces you to click the text box to get rid of the drop box, instead of being able to press 'Enter' to move on. Pushing Enter will change your '1' to '1Bunny', instead of the 'Done' option like you wanted.

    It really kills the rhythm when dealing with tedious code.

    So I was wondering, is there a key I can press that just closes it or let's me push 'Done' without it changing my inputted text? Thanks in advance!

  • I want to disable 'touch' or set 'ignore input' to it while a certain thing is happening, how do I do that?

  • I understand Construct 2 loads everything the very first time you open the game, but what if I don't want that?

    Is there a way to make it so that - rather than loading everything at the beginning - I can have the game load everything needed for the next layout when traveling to a layout throughout the game?

    I'm going to assume no but it's worth a shot.

  • Changing such basic engine logic would "kill" many existing projects.

    Not really, adding an invert option wouldn't kill anything since everyone uses Else anyway. It'd just give everyone the option, nothing would be 'killed'. You can use Else as an invert for anything, it's just a less efficient way. At least I think anyway.

    EDIT: I derped, forgot we were talking about taking OUT the invert option for on-screen. That wouldn't kill anything lmao, it'd get rid of a lot of confusion for sure! At least give us a prompt when inverting on-screen saying 'This ain't gonna work bud'

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CinderFlurry

Member since 16 Jul, 2015

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