AnD4D's Recent Forum Activity

  • So you want a flood fill?

    Ahh, it has a name! Much better than my use of the word "flow". Heh!

    I've been changing the code here and there, and managed to get something close to what I want, but it requires a loop with a "Wait 0 Seconds" included to force the next skip. Every time I remove the 'wait' it stops working. I'm trying to store the position of each Flooded Tile, so perhaps the wait is useful.

    Do you know of a better way to do what I'm looking for?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • You could use "pick closest", and compare distance() using a function and variable filtering.

    Thanks for your message, but that is what I've already done in the capx I posted a link to.

    It doesn't help in regard to the 'flow' effect I'm looking for.

  • Think of it as water slowly pooling out from where you initially select. I only used line of sight to ensure it doesn't 'flow' through walls.

  • I'm having a bit of trouble with this code.

    Object Selection

    I want to be able to click on a sprite, and have the closest X number of similar sprites selected as well.

    In my example CAPX, I have a grid which is divided by a wall. On the left is a textbox that will allow you to alter a number. Note that when you click on a sprite, the closest X other objects that the initial selection can "see" will be selected.

    This is great if you want to do a grid based 'fog of war' type of game, but I literally just want to do it with selection. I have the wall in place because I want to select the objects within one 'room' before selecting objects in the next, rather than it just spreading out in an area around the initial selection.

    As it stands, if the initial selection can't see the next room, none of the sprites in that room will be selected, no matter how high the X number selection is.

    Does anyone know of a clever way to achieve this?

    Going to be cheeky and tag in R0J0hound on this one, seeing as I was helped a lot the last time

  • Ah, of course. The second loopindex effectively resets the loop back down to zero. Silly mistake to make.

    Thank you very much!

  • R0J0hound That's some brilliant code there. I especially like the little bounce. I do, however, note that it's quite a large number of events. I understand you don't like to use plugins, but I use them if it means fewer events. The more events I have, the greater the chance that I make a mistake.

    However, I will give it a go, as it looks like it can be integrated quite easily into many projects.

    As FTL has a series of different layouts, however, I feel it may be easier to create the levels with a runtime program, and converting the sprite positions and angles.

    I therefore created the following: http://bearboxmedia.com/Temp/Clone2.capx

    BUT I don't know if I'm looking at a bug, or if there's something I'm doing wrong. When I run a function to convert the positions to an array, it'll do the first set, but not the second. When I disable the first set, the second will be added, so I think everything's correct with the code. I put in a delay in the hope that it'll fix it, as well as create a separate function for the second group, but that's not working either.

    I'm also still having problems with the positioning. I don't like the fact that I can place a wall in the middle of a floor. Also, I tried "INT" instead of "ROUND", but that also caused problems.

    Honestly, I thought this little exercise would be a lot easier than it is. Genuinely surprised, as it really does appear a lot more simple than it seems to be.

  • the prizes do not appeal to me, a dinner with Laura_D would have been better

    Creepy...

  • Sorry, figured I'd tag you into the post

    GameeApp

    Also, I should point out that I'm using Construct 2, not 3.

  • Sorry if this has already been answered. I tried to look through some of the pages here, but didn't see it answered anywhere.

    Is anyone having any luck uploading a project to the emulator? I have uploaded my game to my website:

    http://emulator.gameeapp.com/

    then pasted the link into the emulator.

    The game then loads, but ends up just showing the following:

    I thought it may have been a plugin that I had used or something, so made a new project with just one sprite and the Gamee plugin and uploaded that.

    I get the same result.

    I do note that the site says "New to Gamee? Check our Dev Portal first" but the provided link just refreshes the page, with the link URL pointing to http://emulator.gameeapp.com/index.html#

    Any ideas?

  • You do not have permission to view this post

  • You do not have permission to view this post

  • You do not have permission to view this post

AnD4D's avatar

AnD4D

Member since 4 Nov, 2011

Twitter
AnD4D has 3 followers

Connect with AnD4D

Trophy Case

  • 13-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Coach One of your tutorials has over 1,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

21/44
How to earn trophies