jbarker281's Recent Forum Activity

  • Much thanks for the information. I'm going the families route since I need to track each sprite that is touched independently. It's working - but - of the 4 sprites I have, the randomly generated array is mostly (not completely) displaying the first animation from each of the 4 sprites and not all animations from the 4 sprites equally. The array will randomly display 2 or 3 other animations from each sprite but about 90% of the array is made up of only the first animation from each sprite. Any ideas why?

    Thanks again.

  • Hi,

    I've worked through the tutorial on how to pull animations from a single sprite into a random array here: scirra.com/tutorials/307/arrays-for-beginners/page-3

    I'm wondering if, using the same steps as demo'd in the tutorial linked above, if it's possible to randomly display various animations from MULTIPLE sprites in a single array - instead of animations from just a single sprite?

    Thanks.

  • You, good Sir, are the man. Staring me right in the face. Isn't that usually the case?

    Thanks!

  • Much thanks for the info. Any ideas why the array grid is displaying the way it is?

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  • Hi,

    I'm following the 2D arrary tutorial here: scirra.com/tutorials/307/arrays-for-beginners/page-3

    I've named my array "grid", and is set at x=4, y=4, z=1. My sprite is named "abc1" with four different color block animations. Each animation is set to 0 speed and no loops.

    Running a preview presents me with a non-symmetrical grid that cycles through random colors very quickly almost as if I have an "every tick" event set - which I do not. I was able to stop this by adding a "trigger once while true" event. Below are screen grabs of what the array looks like when previewed and the event sheet.

    Event Sheet

    Results

    Why is my array displaying this way and why do I have to use the "trigger once while true" event in order to keep it from looping randomly through the animations non-stop?

    Any help would be greatly appreciated.

  • Hello,

    I've searched around but not having much luck. I'm looking for tutorials or posts that will help me understand how to setup a swipe input detection similar to something like Bejeweled or

    Treasure of Montezuma where I can swipe across 3 or more matched items.

    Thanks in advance.

  • Hello,

    I have 3 different enemies and 3 different groups of gun turrets. I want to randomly destroy one turret from any group whenever any enemy reaches the target. Depending on which turret is destroyed I would like to have a single instance of that turret destroyed. What I'm having trouble with is setting it up so that any enemy reaching the target randomly selects any 1 turret from any of the 3 groups of turrets and destroys an instance of that turret. I'm comfortable setting up "or" blocks but can't figure out how to destroy the appropriate turret depending on which one was randomly selected.

    Any ideas?

  • Thanks Ashley. Looking forward to the update.

  • Link to .capx file (required!):

    Use Pathfinding Demo that comes with Construct 2 (same issue occurs with my game that I've built off of the pathfinding demo).

    Steps to reproduce:

    1. Launch the Pathfinding Demo that you provide with Construct 2.

    2. Duplicate Layout 1, creating Layout 2.

    3. Create text object on Layout 1 and set that when clicked/touched the player goes to Layout 2.

    4. Layout 2 launches successfully but the pathfinding no longer works.

    Observed result:

    I've tried using "regenerate obstacle map" (grasping at straws) but that doesn't work.

    If you launch Layout 2 directly it runs fine (as does with my game I'm building off of the demo). If you reverse things and navigate from Layout 2 to Layout 1 the pathfinding breaks as well. It is only when a previous "pathfinding" layout has been loaded that this issue occurs.

    This issue does NOT exist in Chrome. It does occur in IE and Firefox. I need this to work for an audience that will primarily use IE.

    Expected result:

    Pathfinding should continue to work?

    Browsers affected:

    Chrome: no

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 Pro, SP 2

    Construct 2 version:

    126

  • OK, after much searching and little sleep I think I'm getting close. It looks like I need to implement the "Regenerate Obstacle Map" action since I have a second level with new paths and obstacles, correct? I'm just not sure quite how to do that.

    If, like in my example above, I were to duplicate Layout 1 of the pathfinding demo that comes with Construct 2 and create "Layout 2", where would I need to add the Regenerate Obstacle Map action?

    Of course I could be way off base. From what I've been able to find the regenerate obstacle map is needed when a new obstacle is placed on the playing field. My second level does have a new obstacle (wall) layout but it's already set and in place when the player enters the level. The player does not add any new obstacles themselves.

    *UPDATE* No luck. Regenerate obstacle map does not appear to be the solution. Back to square 1. Testing on the Turret Defense template that comes with Construct yields no successful results.

    I'm at the mercy of the fine gentlemen and ladies of the forum to help show me the light.

    Thanks in advance for any help.

  • Hello,

    I'm working up a game built off of the pathfinding demo. When creating a new level I duplicate level 1 and work up a new map, enemies, etc. I have a text object on Layout 1 that once clicked takes the player to the next level. The pathfinding breaks when the new level is loaded.

    I've tested on the pathfinding demo itself and the same problem occurs. I simply duplicated Layout 1 to create Layout 2 and changed nothing else. I then placed a text object on layout 1 so that when clicked it loads layout 2. When layout 2 loads the pathfinding is broken.

    If I load my level 2 directly it runs fine. If I tweak my code to load level 2 directly from the welcome screen it works fine also. The pathfinding only breaks if a previous level with pathfinding has been loaded.

    Any ideas?

  • Everything appears to be working again.

    Thanks so much Ashley! You rock!

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jbarker281

Member since 21 Nov, 2012

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