JH1's Recent Forum Activity

  • Thanks for the suggestion. I tried a few variations:

    Pick All Player > Overlap > ...

    For Each Player > Overlap > ...

    Overlap > For Each Player > Every 2 Seconds > ...

    They didn't seem to change the outcome.

    <img src="http://i.imgur.com/9chpqri.png" border="0">

    This is taken from the last variation. The text only appears above the one overlap happening in the bottom right corner, and then moves onto another pairing once one of those is destroyed.

    Here's the capx. I'm not sure where my logic is wrong.

  • [SOLVED BELOW]

    I'm having some trouble understanding why only part of my action sequence is working on all instances but the rest of it is not.

    <img src="http://i.imgur.com/Xs0J8E2.png" border="0" />

    Enemies randomly spawn on one side of the screen and the player can spawn his soldiers on the other via mouse click. Players/Enemies move towards each other and stop when they overlap, inducing the attack sequence show in the image for each Player instance, which continues until one of them has their Health reduced to <= 0. The remaining soldier then continues on.

    I've run this in the debugger, and instances of Player and Enemy are having their instance variable Health subtracted from simultaneously. I paused the debugger and checked the Health of multiple Player/Enemy pairings that were overlapping at the same time and found they all had reduced Health.

    However, the pair of text boxes (textAttack) I'm trying trying to generate above each Player/Enemy instance after they lose Health is only being created on one Player/Enemy pairing at a time.

  • I was searching for an answer to the isometric problem myself for a while. I'm not sure if this is exactly what you guys were trying to explain above, but I thought I'd post my solution:

    capx file

    Try it

    I made a simple turret in blender and saved png renders at every 45 degrees to create my animation frames for a total of 8 frames. Note that it would probably look a lot smoother compared to my exmaple saved every 22.5 degrees for 16 frames.

    I then created a sprite with turret behaviour to act as a place holder to acquire and generate my angle towards the target. I created another sprite to hold my turret animation frames and created an image point at the end of the cannon in each frame. You'll want to place them into a container.

    I created 8 events checking the angle of the turret sprite corresponding to 22.5 degrees before and after my turret angle and actions to change the turret animation to the correct frame as seen below.

    I then simply spawn a bullet from the animation (image point 1 created earlier) rather than the turret whenever the turret is able to shoot.

    <img src="http://i.imgur.com/5e0pygr.jpg" border="0">

  • Thanks for the response! This seems much more logical.

    It's somewhat inconsistent in it's count for some reason. Does this look right to you?

    <img src="http://i.imgur.com/Tc4kJ.jpg" border="0" />

  • I'm trying to figure out how to keep score based on how many instances of an object are overlapping another object.

    I've tried:

    For Each + is overlapped > Add 1 to Score

    For Each (Ordered) + is overlapped > Add 1 to Score

    Object is overlapping > Toggle Instance Boolean

          Compare Boolean > Add 1 to Score

    All of these seem to work, except the score just keeps running up every tick once an instance is overlapping instead of just adding one to the current score.

  • Thanks! I didn't realize I could enable/disable entire groups, will keep that in mind!

  • Edit: nvm, noob mistake.

  • I'm trying to start really experimenting with wrapping my head around the C2 logic to get the basics down. Before I get too far ahead of myself, would someone mind critiquing my organization of the event sheet?

    Is this type of organization going to work well when my projects begin to grow and is this what I could use as a basic include for future platform projects? I want to get started on the right foot before I start adding tons of variables.

    I've managed to get rid of all of my animation transition glitches between 3 animations with what I have so far. Is this typically what your platform player movement sections somewhat look like?

    Thanks for any advice!

    <img src="http://i.imgur.com/7XsUm.jpg" border="0" />

  • Thanks so much, works perfectly!

    I think I misread that everything in the bone structure had to be named instead of re-named. Awesome.

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  • I found Flipline Studios "Papa's _______" series pretty addicting.

    They pretty much just re-used their entire character and minigame libraries and made small adjustments to the background of the restaurant to match whatever it is you're making.

    The thing that kept me hooked on them was that they did a great job on using similar cooking methods like flipping hotdogs and pancakes and dumping toppings on each similarly, but tweaked them to suit the type of food from one game to the next just enough to keep me interested.

  • Tried out Spriter yesterday and the pricepoint right now is a no brainer purchase, very impressive!

    I'm just having trouble getting my scml file to import into C2 properly for the simple test animation I tried. I've got my plugin in the right directory and everything works great and is named in Spriter.

    However in C2 I get an error and the object folder for the scml file is empty. The same thing happens using the example monster file.

    Thanks for any help on this!

    <img src="http://i.imgur.com/rML7C.jpg" border="0" />

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JH1

Member since 9 Nov, 2012

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