vee41's Recent Forum Activity

  • What are you trying to do then? I guess I misunderstood your question as I was just trying to describe how 'trigger once while true' trigger works. You can use 'trigger once while true' with any conditions that would otherwise run each tick or loop, they don't have to be variables :)

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  • Every object has 'count' variable which should work, you can call it like this: Object.Count

  • vee41 The break animation is a sprite itself, and the grass is a sprite itself. When you click on grass, i set it do do like this: When left clicked on grass, set position to Grass.Y, Grass.X.

    It looks like it is pretty advanced.

    The funny thing is, that if i do like: When left clicked, destroy grass. - that actually works, it just destroys the one that you click on.. which is that i need, i just need the animation to finish.

    Clicking action in itself does pick the grass object as you click directly on the object, it knows you intend to do the action on this specific grass tile. Having animation finish on another sprite has no way of knowing which grass tile you want to destroy.

    Add this condition to event where break animation finishes:

    Grass Pick Nearest to (BreakSpriteName.X, BreakSpriteName.Y)

  • Can someone please explain what i need to do?

    You'll need to specify WHICH grass you want to destroy. If you do not PICK any specific grass instance, the actions will be executed on all of them.

    Don't really know how you've build your sprites so I cannot give you exact answer. Is breaking separate sprite that is overlaid on grass tiles or is it animation of the grass tile?

    You'll need to specify which grass will be destroyed by picking it. I recommend checking the FAQ thread so you'll understand how picking works :)

  • For example:

    Variable = 1

    Trigger once while true

    .. Do stuff

    'Do stuff' happens only once, instead on running every tick while Variable = 1. When Variable changes to anything else but 1, nothing happens, and when Variable becomes 1 again 'Do stuff' is again executed once.

  • You can find all C2 releases here: scirra.com/construct2/releases

    115 and 116 were beta releases.

  • Here is an example how to create a snappy grid. This is just one way to do it:

    Snappy grid demo

  • Only 1st is meant as condition, two others would be actions. Forum loses the blanks infront so it appears bit messy, sorry :)

  • 1) In what context would you need this? I haven't really missed them myself so asking where you'd need to use them :)

    2) Something like this:

    player.distanceTravelled = y

    ..   create object enemy at (player.x - x, player.y)

    ..   player.distanceTralled = 0

    Depending on how your player moves you'll need to add into distanceTravelled every tick.

  • Ok, i get it - thank you very very very much!!!

    The community and the people here are so great!!!

    But now i have another problem :(

    The distance is (in our case) 128px - but how do i realize it when i have diffent towers with different ranges?

    So tower1 have 128px, tower2 196px, tower3 256px,...

    And when i upgrade an tower his range also increases...

    Create another family variable, range, in your tower family so all your tower types will have it. Now you can define the range for every tower type individually. You can refer to it via familyName.range in the events (range check in this case)

  • silkc2

    You can change the size and shape of collision polygon, you just cannot do it by inserting values yet. You'll have to drag the vertices around manually.

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vee41

Member since 12 Apr, 2012

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