BunnehBoy's Recent Forum Activity

  • I figure it out, I just had a problem with my events. Used an at with the for each element loop instead of testing for the current Y and then trying to pick the correct instance.

  • You can't create an object based on UID, I use the nickname plugin/behavior for that. As I said I have already made the game save its objects to an array. And I have managed to get the array loaded into the game. A few minutes ago I managed to load the objects by nickname from the array, but I cant figure out how to set the JSON state to the correct objects through picking etc.

    Edit: changed the If to a foreach

    so when game starts | foreach {arrayData.at(arrayData.IndexOf(object.UID), 1)} (CreateObject Object, SetPosition.X (arrayData.at(arrayData.IndexOf(object.UID), 2), SetPosition.Y (arrayData.at(arrayData.IndexOf(object.UID), 3), SetLayer (SetPosition.X (arrayData.at(arrayData.IndexOf(object.UID), 4)))

    I am already using a for each.

    Updated .capx (figured out how to load the objects, not how to set the JSON string from array, picking the correct instances etc.): https://www.dropbox.com/s/77c3rxdyu5ptz ... .capx?dl=0

  • I still need help btw.

  • in a nutshell, load all the JSON data int a single array, and save the array as a json file.

    I am able to load the array into the game, but cant figure out how to load objects from the array.

    I am using the for each XY element loop. I dont know if I am using it correctly

    The array contains the objects nickname on y0 and the JSON info on y1.

  • Hi I have been struggling with this problem for a few days now. I am trying to make the game load levels made in a level editor saved in folders on the computer, I am using NW.js. I have figured out how to save, each level is its own folder and each folder currently has 2 files in it one .TXT with a JSON string for the tilemap and another .TXT with a JSON string for an array I use to save objects. I have figured out how to load the array and the tilemap into the game, but not how to load the objects from the array.

    I am also using the nickname Plugin/Behavior to spawn the objects.

    .capx: https://www.dropbox.com/s/o8sb9nf79ugqr ... .capx?dl=0

    The menu layout isnt even slightly implemented, just overlook it.

    Thanks for the help <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • I figured it out. I used another object that follows the mouse and jointed it to the object that is being used.

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  • You are using the nickname-plugin, which I don't use, so I'm sorry I can't help..

    I think the part of the .capx I need help with runs without the nickname plugin, I was just telling you in case I could use that plugin to fix the problem.

  • I am making a garrys mod clone and want to add a "physics gun". If you have played the game you know that the physics gun allows you to move objects around. I want the gun in my game to behave more or less the same to the one in garrys mod. You select an object with the gun and then you can drag your mouse around the screen and the object would follow at a certain speed and stop in the crosshair, where you selected it. It is a physics object so I cant use position and angle actions. I am also using the nickname plugin and behavior. If there are any third party plugins that would help me I have no problem in installing them.

    .capx: https://onedrive.live.com/redir?resid=5 ... ile%2ccapx

    Thanks for the help <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    I am currently tired and sick so excuse my explaining skills, I will probabley edit this in the morning.

  • I have googled this without results so it might not be possible, but it would be pretty usefull.

    If it is not possible, is there a way to hide an area from the player, but still make it possible for them and the view to get there?

    It is a open sandbox game.

    Thanks for the help!

  • Hey there!

    I see that you're trying to limit the loop the the Numberofitems variable. I moved the spawn item portion to your "q" keyboard event and made some changes. It should work for you now.

    https://www.dropbox.com/s/dq4nzhphtczld ... .capx?dl=0

    Thank you very much this fixed my problems. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    I love seeing such a friendly community.

  • I have tried to google this before without getting answers.

    I am aware that you can put "docked tabs" (bookmarks, object list. etc) on the second monitor.

    What I am looking for however is a way to put the event tab on my second monitor while keeping the layout on the main one (My monitors have different resulotions).

    Thanks for the help

  • I want to make a "Dynamic menu" Gmod style. I want the items in the game to add themselves into the spawn menu. I have made a system to spawn the backdrop of the items based on a global variable, this is the system that i cannot get working. Part of the system is within the player\items\TARDIS group the rest is outside of any group. (Yes this a clone, I do not plan on releasing it.)

    EDIT: I forgot to say what the problem is... If you run the preview in debug mode you will see that the Spawnicon object keeps spawning in the same locations eventually lagging the game down.

    I am quite new to construct and game making in general so the solution might be obvious.

    Here is the .capx file: https://www.dropbox.com/s/4764j7sf1udbl ... .capx?dl=0

    Thanks for help! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

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BunnehBoy

Member since 28 Jul, 2015

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