99Instances2Go's Recent Forum Activity

  • On second thought. I can not wrap my mind on that question. What you do/want is this (illustrated) :

    We stand on the side of a loch. You say: go as close as you can to that point in the water on the other side. But dont get wet, avoid water.

    I take look at the map. Loch Lomond. Loch Morar. Loch Ness. That is gonna be a serious walk.

    After 3 hours, i am there. Now you say, jump into the water to where i said that you should end the journey. So, i jump.

    But now i am wet. So i stand there in the water.

    Now you say: go as close as you can to that point in the water on the other side. But dont get wet, avoid water.

    Eh? I should have taken a boat. But then i have to avoid land.

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  • There are mistakes in there. Yet, it comes to that point that the function is called. Browser log actions right before that function call do log in the console, but the function is not called.

  • 1/ Of course. Use two tilemaps. 1 for the show. Erase the tile in the base tile map, set the tile in the show tilemap, find path, when path found, set the tile in the base tilemap, erase the tile in the show tilemap.

    2/ Yeah, do as above, find path to mouse.X and mouse.Y

    But that is not gonna work for tiles that are surrounded with other tiles. Because they are obstacles. I have no idea if you have surrounded tiles. So you need 3 tilemaps.

    1 to mark the border tiles, leaving the surrounded tiles errased, use that as obstacle map.

    1 to fill the surrounded tiles.

    1 as a temporary to move tiles, that are obstacles but that you dont want to be obstacles, to. And back again.

    Alternative, once they reach the second last index of the points in the calculated path, just move them to the stored mouseX/mouseY

    But that is so way off from what you wanted in the first place.

    So, or adjust the tilemap so a path can be found. Or, make the last move a straight move to the mouse.

  • https://www.google.be/?hl=nl#hl=nl&q=sc ... scirra.com

  • Workaround:

    Completely reload the project file in Construct 2. This will reset the "in-memory" prototype of Block and its associated instance variable's values.

    I hate what that 'workarround' implies. Because. Well, if you are not carefull, the copys that you make tomorrow will have their instance variables set to different values as the copys that you made today.

    Rather:

    create a default instance in an object-bank layout.

    Better:

    Hope it gets fixes one day.

  • Yes, wel. You set gravity to -1500 in the first event when it is different than -1500.

    So, the second event is ALWAYS true.

    Add system> else to the second condition.

  • There is a entry in the manual that explains how things work very well. Better then i ever can do.

    https://www.scirra.com/manual/75/how-events-work

    That, and kinda only that, and especially that, is the most import part of the manual.

    Have fun !

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  • Of course the cameras work with increased cones of view.

    It was just NOT designed to catch that. There is only 1 frame/situation in the player (was eye candy anyway). There is only 1 laser (also just eye candy)

    You just need more lasers when more cameras are triggered at the same time.

    Add a 'for each', to account for more picked camera's. Add a event for the logical 'else' and one for the inverted 'picks'.

    https://www.dropbox.com/s/jp0wwfadf4f4i ... .capx?dl=0

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99Instances2Go

Member since 12 Feb, 2016

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