99Instances2Go's Recent Forum Activity

  • Scenario 1:

    Laser can only have 1 instance and, is 2 seconds on screen, and not fired for the next 10 seconds.

    First second ...

    Laser is present.

    Overlap is happening.

    Dot is true

    Subtraction happens.

    Second second ....

    Laser is present.

    Overlap is happening.

    Dot is true

    Subtraction happens.

    Third second ....

    Laser is NOT present.

    Overlap is NOT happening.

    Dot is STILL true

    Subtraction happens. BUT there is no laser. So the instance variable dmg for laser does not exist. Zero gets subtracted.

    And so on ....

    Scenario 2:

    Laser is fired at a dragon for less then a second.

    Laser is gone b4 every second (1) can run.

    Scenario3:

    Laser is fired in 2 bursts at the same dragon.

    System is reset at the second burst. The first damage cycle is never completed.

  • You should have scrollbars. (i do)

    But i do agree that ....

    CTRL + mouse wheel could zoom in tilemap window.

    SPACE + dragging mouse MUST drag (also) the tilemap window.

  • Should share your project.

    One thing is see is that the 'On "hitarea" collision with "shadow"' will mostly not trigger.

    When you create the area, it is probably and mostly already overlapping one of the shadows.

    Then there will no collision happen.

    (i dont know if they are instances)

    All the rest depends on your setup and the events.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Share your project.

  • There is not much to say about UID. It just a unique number assigned by the system to every instance of an object.

    It has only a few ACE's. ACE stands for Action, Condition, Expression.

    Conditions:

    System > Object UID exist <---- see if there is an object with that UID

    Object > Pick by unique ID <-- Pick the instance matching an UID.

    Actions

    None

    Expressions

    Object.UID <----- returns UID of that object. Use it where ever you can type as a variable.

    And that is all there is to say.

    Now that is out of the way, i have some question for you.

    Use a function when you want to use the same block of code without duplicating it (less events) or when you want to pick from scratch. So ......

    Why use a function, when as a result there are more events ?

    Why use 'on creation' ? When the only result is more event ?

    Why duplicate Event 5 into Event 6 ? This would be an good excuse to use a function, eventually.

    Why apply those actions on Sine for EACH object for EACH tick ?

    Why change properties that are easier to set (and change later on) in the properties pane ?

    Why try to include that 1 sprite created in the layout and all the weird tricks that go with it ? Just destroy it.

    If you keep going this way, you end up with ...

    (1) to many not-debug-gable events ... &

    (2) a performance of close to zero because to many objects are forced to do something every tick.

    https://www.dropbox.com/s/c2mxttsyp6i9d ... .capx?dl=0

    Edit: I see that tarek2 reacted in his helpful, lovely way while i was writing this, i have nothing to add, but i post this aywayz

  • Is this what you want to do ?

    https://www.dropbox.com/s/pdkz7yrfgtc3t ... .capx?dl=0

  • The auto generate the tiles, use Bitmasking.

    Here very well explained:

    https://gamedevelopment.tutsplus.com/tu ... -cms-25673

    Here are 2 examples in C2 script:

    quot-auto-tile-quot-help_t186871?&hilit=tile

    Here is a simple tutorial explaining the basics.

    https://www.scirra.com/tutorials/746/au ... ise-method

    Its true, that tutorial can not be generated on a layout restart. That is because of the tickcount = ? conditions.

    Ticks keep on counting.

    That tutorial is excellent in explaining how the basics work. But i dont think the result is really the way to go. It ends up with to many sprites, (my opinion) a workable model should be done with Tilemaps.

    Consider this plugin ? roguelike-plugin-c2-rot-js-interface_t118452

  • 1/ Event 4 can never ever pick a Sprite that is not var from a previous picked list (in event 1) that only contains Sprite that is var.

    2/ 'or' is a logical operator. It does really filter the picklist.

  • Limit the swing. Using clamp(n, lower, upper).

    Easy to adapt if you build that .capx

  • They are not on the same layer. The player and its collection area are on a different layer then the dots.

    The layer with the dots is rotated, the layer with the player is not rotated.

    Not saying that it is your only problem. Test your original project as follow. Rotate the layout, in stead of 1 layer. Just to test. Did it solve the problem, then it is the only problem. Did that test did not solve the problem, that there is something else also acting up.

99Instances2Go's avatar

99Instances2Go

Member since 12 Feb, 2016

Twitter
99Instances2Go has 2 followers

Trophy Case

  • 8-Year Club
  • Email Verified

Progress

9/44
How to earn trophies