vee41's Recent Forum Activity

  • Can you give this some context; do you wish to random bunch of object IIDs, random numbers or what are you trying to achieve?

  • jojoe Check out this custom plugin. :)

  • You are correct, it is too early and I have to read stuff more carefully. Thanks! :)

  • Actually there is a way...And it's always a good idea to be as efficient as possible...just set each door an instance variable say "door number",to identify it...then create a global variable "choose door" that identifies it

    >>on collision with door

    >>variable door number=choose door >set position to "doorspritename"

    hope that helps

    Actually you could do that with just

    player on collision with door

    .. open door

    On collision trigger automatically picks the colliding objects so there is no need to pick them again. :)

  • Hi, guys. I'm new to construct and I'm having trouble getting my doors to work correctly.

    The Problem:

    I have four doors in a level. All use the same sprite. Door 1 should to door 2 and vice versa, and door 3 should lead to door four, and vice versa. Now, I could just make four separate doors and four separate events, but this strikes me as inefficient. Is there any way to tell each instance of a door apart and ensure they all lead to the correct door?

    You'll need to pick the instance of the door via event. You need to have something to tell the doors apart, be it variable, distance from player or whatever condition fits your situation. Check the 'picking' section in the FAQ

    Here is also an example with lots of picking functionality. Only the AI events are by me, everything else is not :)

    So no, you don't need to make multiple events or objects.

  • No problems, your original approach was a bit 'coderish', C2 can do things a bit more efficiently at some part. Nice that I was able to help! :)

  • Love u vee41 xD

    It's always a stupid error which stay invisible to my eyes.

    I used this command to avoid the "when animation is finished" bug.

    Most of the times it is the obvious bugs we miss, glad I could help! :)

  • Can u see the frame 4 while he is walking ?

    https://www.dropbox.com/s/d9y6rcob3fjwnyh/TestAnimation.capx

    I draw a number on each frame, here the frame 4 doesn't play.

    For some reason you have this event:

    Animationframe = 4

    .. Play animation stand.

    This means that whenever animationframe 4 is reached stand animation starts playing, which effectively resets the current animation.

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  • Here you go, my take on what you did there:

    Wastes simplified

    I basically redid the whole thing, in my opinion at least it is a whole lot simpler to manage now :) I probably lost some of the functionalities you had there, but they should be pretty easy to add in there. I used only single variable for the AI state which makes it a lot cleaner, also I used picking objects bit more effectively than you did in the original. Hope this helps! :)

  • It seems like it's a bit over complicated; few things:

    You can do stuff like this instead of keeping manually count of things:

    enemy.isSearching

    enemy.pickedcount = 0

    .. do stuff you do when no enemies are searching

    Also, 'trigger once while true' condition would be useful for you on few occasions. I'll modify your .capx a but and post it here later today if I got some time :)

  • Could you post .capx instead of .caproj? .caproj alone doesn't tell much :)

  • Online turn-based multiplayer is very much possible. Only games requiring fast, realtimy response-times are out our reach :)

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vee41

Member since 12 Apr, 2012

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