MPPlantOfficial's Recent Forum Activity

  • [quote:3lk42j0s]If indicator overlaps with a block that's DISABLE = 1, it would get reassigned to block.FALLBACK

    What if that block is also disabled?

    Manual instavar assignment per block. All Fallback blocks are activated. Or at least they should be. I haven't worked on the CAPX yet

  • Here you go:

    https://www.dropbox.com/s/q0na54oyhiq8r ... .capx?dl=0

    I think it works pretty well.

    Cool. Thanks. By the way another solution I made was simply to assign 2 instavars on each block.

    The instance vars are:

    DISABLE = 0/1

    FALLBACK = varies.

    If indicator overlaps with a block that's DISABLE = 1, it would get reassigned to block.FALLBACK

    However with this example the fallback block is 1-way so it might be ideal to create 4 fallbacks for each direction just like in your example. Thanks again.

  • Just a though - maybe you could do this without the array, using Pick Nearest event.

    If Right key pressed:

    First try to Pick Nearest green sprite, which is on the same row (sprite.y=current.y), and which is to the right from the current (sprite.x>current.x)

    Else (If none picked):

    Pick Nearest green sprite, which is to the right from the current (sprite.x>current.x). Nearest from any other row will be picked.

    EDIT: When using "Pick nearest" with other conditions, "Pick nearest" needs to be the last in the list:

    Trying a different solution right now. I'd love to see your solution in a capx though

  • Hi guys. I'm having a problem with some seemingly basic grid problem. I have built a capx before enabling the pink square to be move from square to square with ease using a single instance variable for my indicator sprite but right now I'm faced with a different challenge.

    My capx: https://www.dropbox.com/s/p04xd82wc1n3m ... .capx?dl=0

    First of all, I want the black squares in the image above to be totally different sprites thus my existing capx won't be applicable in this situation. In the image, only the green squares are selectable.

    So the movement I want would be say I'm at A2, pressing right = A3

    B2 pressing RIGHT = B4

    A2 pressing DOWN = B2

    A3 pressing DOWN = B4

    B4 / B2 pressing DOWN = C1

    E5 pressing UP = D1

    B4 pressing UP = A3

    And so on. How would I go about this? This seems like it should be simple but somehow I'm at a plateau <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • In that case just look through the capx's in the examples folder and see which ones can be presented as they are.

  • Hmmm... I guess level design would be a good one.

    I've played a lot of romhacks and game types in general yet level design still seems to be one of my main weaknesses.

    A lot of people in the game industry worked in pairs or more (such as ID Software and Team Meat) because some people were just seemingly better at using tools than the tool creator himself.

    I noticed a lot of one man teams go for Roguelikes instead.

  • Hey MPPlantOfficial, you wanted a trippy effect? Have a look <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://doptrix.com/C2/WebDemo/

    CAPX

    I actually used bullet for mine and created barriers to make sure the particles don't exit layout.

    I'm seeing 1 or 2 sines in your demo and will be sure to check out the capx. Thanks!

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  • Yeah. I didn't implement it to check the "going back" lines.

    For instance, if you have 3 particles A, B and C, there are 3 lines: AB, AC and BC. In my implementation it will create AB, AC, BA (which is, essentialy AB backwards), BC, CA (again, AC) and CB (again, BC). The idea was just to show you how to go with the lines. You should treat the code to skip already drawn lines...

    EDIT: in fact, I think it is even drawing lines towards themselves...

    Finally got it to work. Used loopindex("this") for starting point of loopindex("target")

    Looks great and according to particle.count it's right. Thanks again.

  • Here you go...

    https://www.dropbox.com/s/j0f5ti8dvz56c ... .capx?dl=0

    I reduced the number from 80, because it seemed toooooo much. But you can just put whatever you need there. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    This one actually has unlimited spawning strands but I put it under "TriggerOnce" and it's good. Thanks!

  • Thanks!

  • Like this?

    Yes. Like that.

  • Basically I want to create particles, all of which have 1 STRAND CONNECTED TO EVERY OTHER PARTICLE on the screen to give that "spiderweb" effect for some trippy background effects.

    https://www.dropbox.com/s/om6il8989vxe6 ... .capx?dl=0

    I kind of the get idea up to a certain point. As you can see in my capx, I have no problems with spawning the initial particles and respective strands but I have trouble with the next few ones

    I'm thinking something like:

    For X particle spawned > particle(loopindex) spawn 1 Joint

    repeat particle.count-loopindex times

    Now my problem is actually getting these spawned lines to connect with to the right opposing particle.

    How do I accomplish this? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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MPPlantOfficial

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