Sargas's Recent Forum Activity

  • I'm sold out =)

  • R0J0hound hey, that works perfectly ^^

    fun fact, the original design of this had a "hasOwner" boolean on Hex -_-.

    I find it super weird, in my mind the logic in "!owned" and "owner=0" is the same D:. which is why I ended up not using the boolean in the first place... are booleans more easily read?

    btw, at this point I should put you in the credits for my game xD you've helped me several times already with my game ^^

  • R0J0hound it seems to be "prioritizing" certain hexagons over other that never get to spread D:

  • it's not possible for construct to keep track of the client side of things. So it really depends on your method of distribution. Many games are made to check online on start for updates. But I don't think construct games can patch themselves...

    Services like Steam offer an option to this, since it's steam itself that checks for updates and keep your games up to date.

  • Hi there. For the first problem you need to crate a new layer, and in it's properties set the paralax to 0,0. then move all GUI element to that layer.

    for the second problem, i think you should set additional conditions to the player. so, "when up = animation up", "when up and left = animation up", "when left = animation left".

    you'll need to place two conditions on the event and it will work as an AND.

  • R0J0hound woah! thanks :D!!! i'm not really up to speed with functions, but what you did really helped me out!! :DDD

    However, the spread is not going all 5 in every direction =(, any idea why it might be?

    V.2 (I tweeked the debug text, and some other things)

  • <object.compare instance variable = your var, do something

    <else, do something else.

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  • an easy work around is turn the trigger into global event

    so make the trigger change a variable

    and when variable is changed, then destroy object.

  • I'm trying to make a system that spreads a player's control over the terrain. The terrain is pre-made of hexagons.

    Each hexagon has a cost (like the one used in pathing). so when the player places a base in an hexagon with no owner, control spreads from the base out.

    The base has "power" to determine how far can it's control reach in every direction.

    example image 1

    example image 2

    CAPX V.1

    I tried to use a function to make each owned hexagon spread to every non-owned hexagon around it using the base "power". However I don't know how the make construct differentiate between instances in functions when every object is actually the same.

    Any ideas?

    EDIT: I played around A LOT with it, and at least I got it to spread now... however it DOES NOT behave like i want it to =( CAPX v.2

  • functions are triggers....

    an "every X seconds" needs to be allowed every tick.

  • If what SgtConti says is true. Then C2 just got a lot more intersting!

  • you'll need to show us the capx, i'm 100% sure you made a mistake somewhere.

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Sargas

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