damousey's Recent Forum Activity

  • Except that OP actually asked for spawning outside the Layout?

    There are a few different ways to do this

    1. Create 4 different spawn zone for each side of the layout, create each one using the logic above. Then use a separate random check to determine which side's spawn to execute.

    This Person is dealing with a similar problem/Solution:

    2. Create a separate SpawnPoint object, and position instances around the outer edge of your Layout, Then use an event with the condition "Pick random instance" of SpawnPoint ->Spawn another object to create enemies.

    This is bit more of a basic approach, and isn't truely random, but personally it's what I'd do because it has the advantage of being visual.

  • > I'm having a look now but without knowing what's in the json, I'm unsure as to what your intended outcomes are

    >

    i have put select_bg.IID+1 to Array and put this as animation frame

    below is full event of this

    https://photos-1.dropbox.com/t/2/AAA6aZ ... ize_mode=5

    This link is resulting in 403.

    I'm reading through the rest now to see if I can figure out whats happening

  • I was going to suggest the same solution/tutorial, so take that as a second vote.

  • ok, thank you so much!

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  • Hi There

    I'm trying to create a small game that has a lot in common with previous prototypes and assumed I'd be able to take things from one project to another, (especially things like pixelfont spacing sheets) so far everytime I've tried, I get an error about dependancies, but I seem unable to copy all of the relevant components at the same time to supply those dependancies.

    I suppose this is a bit of a best practices question; am I left recreating the objects, ensuring same object names and then pasting the actions into identical event sheets? am I missing something like "export selected as package" and then "import package" options in my noobishness?

  • Does the layout have any effects attached? I imagine something in the distortion category could be responsible.

  • I think you can have both the 8 direction and platform behaviors added to the player at the same time. This lead to some strange interaction though, so you will want to disable one when you're using the other and enable it again when you transition between the two. Using the "Set enabled" actions on the behaviors should solve this. You will need to decide how the switch works tho', maybe you automatically switch to flying(8 direction) when you are at a certain height, or maybe you need to activate it by pressing a key. Think about both how to switch to flying and how to switch back.

  • I was wondering about overlapping using collisions as well, so I took a simple project that has overlapping triggers and disabled collisions to see, those triggers didn't fire anymore. So I'm willing to bet "is overlapping" uses the collision mesh.

    There might be a trick with selectively enabling the collision, like in my case, I only really check for an overlap after dragging and dropping, maybe it would be worth enabling collision only then and then disabling it again.

    But short answer, overlap checks require collision be enabled.

  • I FIGURED IT OUT!!!

    lines 39-47 were outside of subevents, I was approaching them as subsequent events when they needed to be nestled in there. That turned out to be more straightforward than expected.

  • Construct adds a lot of stuff that you're essentially not going to use, or not use as intended at least. Which would make the whole gamemaking process far clunkier than it needs to be.

    if I were you I would make the decision based on whether I just wanted to create the game itself or use it as a way to learn how to use ( and abuse) construct's systems. If just the game, then use a tool that fits better, yeah.

  • the specifics of the the genetic table

    each trait is controlled by 2 pieces of Data,

    the first row (y=0) controls Face shape

    second row (y=1) controls eye colour

    third row(y=2) holds results for those two which can then be used to assign traits,

    The genes and traits need to be seperated this way so that a parent can retain a gene to pass on that isn't necessarily physically visible

    each sheet along Z holds this data for each subsequent creature, with new ones forming at the back, creature IDs( instance variables) are not zero based so you need to remember to subtract 1 to find the correct data for a creature.

  • ok, then let me share the specifics.

    hehehe, it's not Spore, I've limited myself to 2 genetic traits, face shape and eye colour. Like I said, it's not as complex as it sounds.

    I don't mind sharing my capx. I'm very pro open development and if someone really wants the thing it took less than a day to make and two days to not fix, they can have it. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    https://www.dropbox.com/s/vyo89fyz1ebgy ... .capx?dl=0 since I don't have attachment options yet.

    Variables are negative if they're not assigned or far too high in the case of instance variables.

    "Floofs" is basically "creatures" the array that stores the creatures is called Floofs and the container sprite Floof.

    The random generation Function works as intended, but the fusion on seems to not get to the assignation phase where it sets the instance variables, which in turn set the animation and frame.

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