vee41's Recent Forum Activity

  • Thanks vee41, with trigger once it works as expected. It shows the numbers from 2 to 12 once on the screen.

    <img src="http://www.colarion.com/construct2-test/strange_for_loop2.jpg" border="0">

    Anyway I'm really wondering in what situation you could need the For-Loop to runs to eternity and not only once from 2 to 12?! It seams without Trigger once to be unusable?!

    Many situations! :)

    Here is an example project which uses for loop each tick to determine RTS units course of action:

    Sidescrolling RTS example

  • Yes, that was my theoretical expectation too!! But... in real C2... I just would like to write out the numbers from 2 to 12 on the screen. Sorry, maybe I don't understand the C2 programming logic. It would be realized that way with a common programming software. Please try this at home. No key press, no touch, no mouse.

    Place 'trigger once' or other trigger to your event. Otherwise it will run every tick.

  • Does that work for multiple instances?

    Find Path to Object.X, Object.Y doesn't work if that object has multiple instances. Does 'pick nearest' work for instances?

    If so, then perhaps this is simpler than I thought!

    In case of event "Player: Pick nearest Enemy"

    pick nearest picks the instance of the Enemy object, that is closest to the picked player object. So yes, it would work in your case to pick the nearest enemy. :)

  • Is there a way to make pathfinding prioritize one or any instance of an object?

    For example, in my space game I have multiple enemies that will be in different locations. When I have an ally ship spawn, I want it to focus one or any of these enemies and start chasing it. I have it set to find a path to Enemy.X, Enemy.Y, but since there are multiple enemies in play, the pathfinding fails to work.

    Is there a way to have pathfinding pick one particular instance of an object to follow?

    You'll need to define a condition to pick with; do you pick the closest enemy, most dangerous enemy, random enemy or with what criteria you wish to pick the enemy with? I recommend you take a look at the 'picking' section at FAQ thread, as at the moment you are applying same actions to all AllyShips and targeting the 'first' enemy at the list of picked enemy objects.

  • Try setting the individual objects dt to 0 under the system actions.

    Then use that objects dt in your expression "object.dt"

    Thanks newt, I just read that piece in the manual as well! :)

    Here is the quote for anyone that might come looking for the info:

    "Objects have their own dt expression (e.g. Player.dt) which you must use instead of the system dt for all motion relating to that object."

  • Set gravity to -200 instead of 200? Haven't tested, seems to me it would work :)

  • I've got a problem where I want to have neat, sliding menu icons that appear when I pause the game. Problem is that pausing (setting time scale to 0) breaks their movement, which is done via lerp(object.x, targetX, dt). I've tried setting the object timescales seperately to 1 after pause event, but it still doesn't seem to work. I am guessing dt is taken from game timescale?

    What would be the simple way of going around this problem?

    I'm going 100% natural here, so no plugins allowed! :)

  • Problem 1) There really is no solid solution (in my opinion at least) for saving layout state at the moment. Developers are working on it and have said there is something coming sometime in the future. In the meantime, here are few helpful things that might help you to come up with solution of your own: SpriteBank plugin, saves states of sprites and allows you to load them later. You can also set objects global in object settings, so they persist through layouts.

    Seems to me like you need to save your generated solar system and put it into desired state every time you move in to solar system layout.

    Problem 2) Global switch would probably work here, so stick man persists through layouts. You need to hide him in non-desired layouts though, like solar system layout.

    Hope these help :)

  • This might work for you: Lazor beams example

    Cleaned things up a bit, you don't need 'run every dt' conditions for anything really. Things run every tick by default unless you define otherwise :)

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  • You can also use free music, check this thread for good links: answers.unity3d.com/questions/7743/where-can-i-find-music-or-sound-effects-for-my-gam.html

    There is some quality stuff available for free, pay attention to the license as it may have conditions like crediting the original author.

  • This example appears to be working fine in Chrome. Can you be more specific about exactly what you think the problem is?

    Ashley, seems the font I used was lost(!?), I edited the .capx. Here are the results from other computer, where I got the problem in the first place:

    <img src="http://dl.dropbox.com/u/19921470/Font_Problem.PNG" border="0" />

    The font displays well, until you change it via fontsize event. Is this case of unsupported font (I did not get the usual warning notification with Comic Sans MS which is in that image.)

  • You load the image as a sprite, then zoom in with the sprite editor and edit the image 1 pixel at a time using the eraser tool to remove the 'white' and add transparency.

    A little time consuming but that's how I did it for the walking character in my maze.

    You can use the fill tool as well; just set the colors alpha to 0.

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vee41

Member since 12 Apr, 2012

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