99Instances2Go's Recent Forum Activity

  • Not sure if i understand that 'code'.

    Everything under 'on start layout' runs once, and on startup.

    So, if you want the animation frame to reflect the initial state of the global trailOnOff .. then just ..

    Global variable trailOnOff = 1 or 0 (whatever you choose)

    On start layout

    ______________set animationframe to trailOnOff

    Still assuming that there is only 1 trailbutton and 1 trail.

    If not, things got to be picked. You dont do that now.

    I dont see how the keypress will not work. Unless you have some 'thing' in the rest of the code.

  • On 'long toes' touched.

    Select 'long toes'.

    Teleport to inventory.

  • Gosh. I understand what you ask. I dont understand the code.

    Dont understand how they can go to random places without overlapping. They have to 'explode' first.

    Been playing. And it lead to a complete disaster. I know you want to bounce them. And they still end up overlapping a lot. Tinkering.

    https://www.dropbox.com/s/5f4u90fgrwjf9 ... .capx?dl=0

  • With a family, it can be done in a few events.

    https://www.dropbox.com/s/u23pivjynifv9 ... .capx?dl=0

  • In know how you made that 'or' event.

    You first made 2 separate events. 1 with the 'on key pressed'. And then 1 with the 'on touched'.

    Then you converted the event containing the 'on key pressed' to an 'or' block.

    Then you dragged the 'on touched' condition in that 'or' block.

    Then you deleted the empty event.

    Thing is, i dont know why it accepts this.

    If you try to directly add a second trigger (trigger conditions start with 'on') to an event that already contains a trigger ... then it will not accept that second trigger.

    Conclusion: i think that there should be no two triggers in 1 event. So,i am not surprised that is does not work.

    When a trigger is burred in conditions, it has to look up if it is allowed to run its actions.

    In this case, it looks up and bumps head on the 'on key' not being true.

    The other thing i see is the use of 'wait' to keep the next event from being true all the time that the current event is true. That is bad coding (my opinion).

    Also the 'triggers once while true' is a 'incomplete fix' for the problems created by the 'wait'.

    May i suggest to use a function. (i suppose that there is only 1 trailbutton)

    New root event

    On function (give it a name ... say "SWITCH")

    _______TrailOnOff = 0 ?

    ___________actions ___ set TrailOnOff to 1

    ______________________ do that visible/invisible stuff / plz dont use wait

    _______Else

    ___________actions ___ set TrailOnOff to 0

    ______________________ do that visible/invisible stuff / plz dont use wait

    New root event

    On key pressed

    ______ Call function "SWITCH"

    New root event

    On touched

    ______ Call function "SWITCH"

  • Oh, but i see that the first time that you asked this question goes back to 27 Oct 2009. Its safe to state that we have both patience.

    Although, if you really gonna start using C2 with something complicated as pathfinders ......

    Will a tap on the shoulder do ?

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  • Download/install the free beta version from ...

    https://www.scirra.com/construct2/releases/r242

    You will need the beta a lot on the forums, most use the beta.

    But, i never used the steam version, i assume it is not overwriting the Steam version.

    If your steam version is still a free version, is say (boldly where no one has gone before) uninstall it, and get the free version from the source (this site). Steam is a nag (my opinion).

  • ID is on X ? Amount is on Y ?

    Store as

    (action) Set at XY .. x = id .. y = 1

    Retrieve as

    (expression) Array.At(id,1)

    Compare as

    (condition) Compare at XY .. X = id .. Y = 1

  • Ohh kick me. Very sorry 2 be 4getfull.

    https://www.dropbox.com/s/rk4xlo545sisu ... .capx?dl=0

    Checked the demo, it is using families. Families are available in the payed version only.

  • I would use this plugin.

    It has a lot needed for roguelike set ups.

    And the path finding is fast enough to be used every second.

    You can also modify the paths easy to take corners.

    Here is a simple, basic, example that i made around the plugin.

  • Instead of doing it urself? Ya mean literally? Cant believe i fall 4 that.

    Anywayz, as i said already: all you need is a system that selects things.

    You should have made one that YOU like&love to play with, and shared it.

    But since you are literally. Here goes 1 way of 1 billion.

    https://www.dropbox.com/s/6el1j20sbr0rl ... .capx?dl=0

    I cant test this myself, i dont own a 90tys game pad. At least change the button to something you can remember/use.

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99Instances2Go

Member since 12 Feb, 2016

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