vee41's Recent Forum Activity

  • Are there any plans to implement something like that? Perhaps my approach to designing games is something that was not intended with C2, but having containers for families would be swee-heet.

    Like simple scenario where I have objects GoodGuy and BadGuy, which both belong to 'Person' family. I'd like every 'Person' to have health bar object associated with them, but currently this is not possible.

    It's mostly matter of workflow and how you wish to keep your objects organized; I prefer using families a lot as it feels more intuitive than having those objects merged into single Guy object, and giving it all functionalism of the 'Person' family.

  • Give bullets instance variable 'Owner'

    Then, modify your events along these lines:

    Player spawn bullet

    .. bullet.owner = player.uid

    bullet on collision with target

    bullet.owner not equal to target.uid

    .. do collision stuff

  • Hey boolean, check your private messages :)

  • Here is an example on how to handle collisions between two instances of same object:

    Evil sprites example

    In your case, it seems a single event would do:

    Rock, on collision with rock

    -- Set rock immovable to false

  • You could type all names in a single string variable, separated by ; or whatever you prefer (one string for each race perhaps). Then when you wish to assign a random name from the string do this:

    NameVariable = tokenat(NameString, floor(random(tokencount(NameString, ";"))), ";")

  • Should work, your problem is probably elsewhere. Got .capx you can show?

    for each NPCS

    .. distance(Player.X, Player.Y, NPCS.X, NPCS.Y) < 100

    ... set variable to 1

    .. else

    ... set variable to 0

  • Shouldn't you check the distance between NPC(family) & Sprite2(player)?

  • Try pathfinding with setting 'diagonals' disabled.

  • The little I've used pathfinding, it works by dividing the map in 'squares' (you can define the sizes in settings). The difference in your cases probably is, that in lower test there is 'half blocked' square which the pathfinding object can't use, thus it goes to the square below it.

    EDIT: Manual describes this in more detail.

  • You can use families for that, or alternatively put all bullets in single object and all enemies in single object.

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  • Check out canvas object, I recall seeing great example of worms like terrain done with it so search for that as well. :)

    And yes, million little objects would be performance killer. Thousand or few could be doable, but anything more would kill the performance.

  • Workaround would be to set one object in game to use timescale 1 even when slow effect is going on, and take reload dt from object.dt

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vee41

Member since 12 Apr, 2012

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