keepee's Recent Forum Activity

  • if you create an event with the condition:

    +mouse|on left button clicked on object

    then using 'object.pickedcount' in the action of the same event will return the amount of objects the mouse was over

  • won't it just be 'find path to player.x, player.y' ?

    as long as you only run that action when the player is heard or seen it should work..

    if you want to create a more complex behaviour though, for example after the enemy arrives at the point, for it to search around that area... you'll probably want to store the player.x/y to variables like:

    enemy.lastSeenX

    enemy.lastSeenY

    that could act like a kind of anchor point for a search area

  • the pathfinding nodes are positioned at the top left of the cells.. so the enemy will navigate on the lines rather than the gaps.

    one solution could be nudging everything in the layout up and to the left 16 pixels.. then it will look like thee nodes are positioned in the centre of cells on your tiled background.

    i set the cell size to 32 aswell and it seems to be go through the door ok without clipping.

    i dont often use pathfinding though, so there's probably a better way to fix this. without having your whole layout constantly offset

  • ah i noticed that.. but I thought it was an intentional 'bumping out' of the textures..

    if you are using just plain black sprites, you can stretch a single one out to cover the whole wall along the top. Saves on time and objects

    just make sure you have sampling set to 'point' to keep it crisp .. if its still blurry try cloning the object, move all the events to the new one and delete the old one.

  • Link to .capx file (required!):

    https://dl.dropboxusercontent.com/u/53374990/C2%20Cap%20uploads/variable%20scope%20change%20crash/02.capx

    Steps to reproduce:

    it's explained inside the event sheet

    1. drag variable out of its local scope

    2. edit action

    3.

    Observed result:

    crash

    Expected result:

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    windows 7 64bit

    Construct 2 version:

        r127

  • I tested in chrome and FF and i can't see the white gaps across the top

    I can see them slightly in the editor though, but 'view grid' was enabled and the grid has light and dark pixels.

    a few other things though..

    If you put one of the wall blocks on their own a bit lower, and zoom very close.. you can see that it is not totally flush with the black lines of the tiled background along the top and left edges

    you should make the tiled backgrounds hotspot top left.. it works okay at sizes that are multiples of the grid*2, like the size of the window, but if it was any other size you would have alignment problems.

    also setting the sampling mode to point means you can do things like have solid colour 2x2 sprite and stretch it to any size whilst retaining the hard pixel edges

  • if you've cropped them and set the collision.. there shouldnt be any border around them..

    care to upload a .capx?

  • the dog is probably passing over the pooSpot so the condition is never met

    if the pooSpot.x is 200 for example..

    the dog.x might go from 198 to 202 in a single tick.. it depends on its speed

    a way around this would be to change

    pspot = int(dog.x)

    to

    system| is inbetween values:

    pspot.x-16 > dog.x > pspot.x+16

    this means if the dog is within 16 px of the spot, the condition is met.

  • from the cap it looks like its working.. you just need to change move at angle to:

    move 5 pixels at angle self.angle-90

    or..

    you can rotate the ship sprite 90 degrees to right. which is a better idea

  • have you checked out the pathfinding behaviour?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • gravitation seems to be more for planets etc

    you might have better luck just making your own gravity..

    on start of layout set gravity to 0

    and then to make your own its a case of applying force every tick

  • you're using a plugin 'pause' in your .capx, which means that anyone who doesn't have that plugin installed won't be able to open your .capx

    just as a heads up.. more people might respond if you temporarily deleted the events relating to that plugin and reuploaded

keepee's avatar

keepee

Member since 6 Jan, 2012

None one is following keepee yet!

Trophy Case

  • 12-Year Club
  • Email Verified

Progress

13/44
How to earn trophies