Skillasaurus's Recent Forum Activity

  • I searched the forums but couldn't figure this out. I might be using the wrong terms. I have a ForX=1to32 and ForY=1to32 event loop, and instead of performing the action every 1 step, I want it to perform the action every 4th step. Something like this:...

    Step1: X=0, Y=0 - Do action

    Step2: X=4, Y=4 - Do Action

    Step3: X=8, Y=8 - Do Action

    Etc...

    Thanks

  • Hey I noticed that most of the expressions such as 'request move', etc, don't work with CubeTx. Is this already known? Or maybe it is just me. I'm trying to make a Isometric Minecraft-like game with Blocks. Just like the sample you provided with CubeTx. I just don't know how to move the Blocks like I would with SquareTx..

    Also: I'm still figuring it out, but this is one of my favorite plugins and it saved me alot of time. So thanks for this and all the other great plugins that you made, which ammount to like 70% of those produced by the community! Your a beast

  • Say I have MainSprite1 and MainSprite2. They have the same size. They both have a "ShadowSprite" added to there Container which is put behind the MainSprite and pinned to it.

    I want to Left Click on a MainSprite, and make it create and 'stack' another MainSprite ontop of it, giving it a +1 ZIndez of the Clicked MainSprite, so that it appears on top of it.

    I've been trying to get the events correctly, but the path I was taking was really bad, and now I'm out of ideas. Any suggestions? Thanks

  • Say I have 2 Box sprites. I move 1 Box sprite ontop of the other. Instead of totaly overlapping the bottom Box, how can I make it look realistic and 2d by 'Nudging' the top Box's Y Position up a little bit.

    It's kind of hard to explain, but here is a picture of a game called Tibia, which uses this. I just can't figure out how.

    images.tibiabr.com/conteudo/imprensa/virgilius02.jpg

  • I found a small and very simple solution if anyone is interested.

    On my "On Pathfinding Path found" event, I added a subevent that checks if the Zombie is currently overlapping another Zombie. It checks which Zombie is the closest and which is the farthest. It then assumes the Farthest Zombie is behind the Closest Zombie and Stops its Pathfinding. It then moves the Closest Zombie along the path, assuming its also not colliding with another Zombie that is even Closer.

    It's not too buggy and is better then nothing for now.

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  • Yeah. I guess there is no easy way to do it then.. My only idea so far is manually setting up a system where a Zombie Stops Pathfinding when it collides with another Zombie that has a Closer Distance to the player, and manually make the Stopped Zombie find a way around the Zombie it Collided With before resuming Pathfinding to the player.

    This seems like its gonna be really hard and buggy, but it's all I got so far. Any other ideas would be great. Thanks for the responses and help though.

  • Yeah, I thought that should work too. But the zombies just act like I never made them Solid and I see no change at all. But they seem to be avoiding all other objects with the Solid behavior, just not their fellow zombies. I can't seem to understand if this is because the zombies are Moving Objects, or if because they are the Same Object...

  • I'm trying to make a zombie game. I got everything worked out except for how to make the zombies set themselves as obstacles. So zombies will avoid other zombies and walk around eachother to reach the player. I tried using regenerate obstacle map but it makes the game skip really bad.

    Any advice or suggestions on how to go about this is appreciated.

    Thanks.

  • I have a family called "AttachableSprite". When I click on a AttachableSprite, I want it to Pin itself to the nearest AttachableSprite.

    How would I go about doing this? I can't figure out how I can work with two instances of the same family, and Pin one to the other? Thanks!

  • I'm just wondering how I can set the variable of a instance before it is created? I'm creating a bullet and I want to set its target destination before it runs its OnCreate script

  • Dang. So if I am having an Event with FamilyOne, I can't pick the same object from FamilyTwo by its UID or anything? Thanks

  • If I have a Sprite Object that is in 2 Families, FamilyOne, and FamilyTwo, and I have a tick event assigned for collision in FamilyOne, how can I select the Picked Objects variables that it inherits from FamilyTwo?

    Thanks

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Skillasaurus

Member since 2 Aug, 2012

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