99Instances2Go's Recent Forum Activity

  • General illustration of the problem that you created:

    https://www.dropbox.com/s/4eju1pbtlzrir ... .capx?dl=0

    Adjustment that i suggested:

    https://www.dropbox.com/s/5wl3o5nbpe3a8 ... .capx?dl=0

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  • I've now replaced every "Pick" Condition with a "For each" loop as 99Instances2Go suggested!

    I did ?

    No.

    I suggested to run trough all picked objects with a 'for each'.

  • Funny !

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  • Then you would have a 'on obstacle map ready' condition, as you have for all the other stuff that is not necessarily ready to use in the next tick.

    The things that Asley does are very consequent, i have found.

    Complex maps just drop fps.

    I have also no idea how one can deal with both actors beeing asynchronous, path finding and generating the map. Behind the scenes of C2. Lucky that i am not a programmer.

  • On variable changed trigger

    On variable changed - Trigger whenever the chosen variable changes value.

    Triggers. Hope you can explain that to beginners (and to me). Triggers are tricky when displaced in time, order or depth.

    What you propose is worse, it is a beast that has to be caged behind several doors, behind so many exceptions ... that it cant be used.

    Say, i do this.

    Global variable 'a'

    Instance variable 'b'

    On variable changed 'a'

    ...... set Instance variable 'b' to random(0,101)

    On variable changed 'b'

    ...... set global variable 'a' to random(b,a)

    On object clicked

    ...... add 1 to Instance variable 'b'

  • I think containers.

    Besides that. Lets gamble. You must have a condition somewhere that picks several map objects, and you follow up by picking the iso objects that matches with only the first instance of map object in the picklist. A 'for each object" will solve that. Or a 'on collision' in stead of 'is overlapping'.

    Say you have several bullets somewhere in the air, or a dense pack enemy's.

    Now the condition 'bullet is overlapping enemy' will result in a picklist containing many bullets and many enemy's.

    map bullet is overlapping map enemy

    ____for each map bullet (sub event)

    ____pick iso bullet with the same instance variable as map bullet (same event)

    ..................................action ... destroy iso bullet

    ____for each map enemy (new sub event)

    ____pick iso enemy with the same instance variable as map enemy (same event)

    ..................................action ... destroy iso enemy

    ____an empty sub

    ..................................action ..destroy map bullet

    ..................................action ..destroy map enemy

  • Additional tip:

    Just delete everything in the 'name field'.

    Then type the character "

    Construct will give you all layouts by name in a drop-down menu. Just choose. Safer then typing then name.

  • I think most in here use beta/ or both (i do).

    Same in non beta:

    https://www.dropbox.com/s/h4kvaudc91008 ... .capx?dl=0

  • Sup with that?

    I think that you 4get 1 important thing: The obstacle map is ready the NEXT tick.

    Construct a flow that waits for it to be ready, and it should work.

    https://www.dropbox.com/s/7m9kgq2rf7atz ... .capx?dl=0

    As you can see, a call to finding a path happens here the tick after the obstacle map is changed.

  • That is easily to overcome.

    Set the scale of the sprite to 0.9 (original size must match layout size)

    Test overlaps with offsets = grid size. (16 in this case)

    Set the scale of the sprite to 1.0

    But that is not the main problem.

    Besides that the check happens every tick in the provided capx, i see checks only a look left/right & up/down.

    That way the rules can never be exclusive. Several situations will be true for several rules.

    I think this is the right way to do such a task.

    https://www.dropbox.com/s/sr4kpio8k3ih2 ... .capx?dl=0

    I did not account for all combinations, got have some work left eh.

  • Darn, yes, you have 2 situations.

    • ball is destroyed when in air ... wait for landing .. then respawn
    • ball is destroyed when not in air ... just respawn ... (no idea if you have a timer)

    On ball destroyed

    ........action .... set players Boolean 'aCtion' to 'true'

    Player Is on floor

    Players is Boolean 'aCtion'

    ____action ....respawn

    ......................set players Boolean 'aCtion' to 'FALSE'

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99Instances2Go

Member since 12 Feb, 2016

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