HellMax's Recent Forum Activity

  • Trying to hide the window during load doesnt do much, since it flickers like that first and only then triggers "On start of layout".

    :///

  • Here's what I mean :

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    I am attempting to make a launcher for my game; and looking at this white-to-black-to real image every time you use a launcher would be hell-like. Please help me remove this.

    Thanks in advance.

  • You need to move all your off-screen sprites to another layout. I believe they were causing most of the problems.

    As you know, in order to spawn objects Construct 2 needs at least 1 "default" instance of each object to be added to one of the layouts. But it should not necessarily be your main game layout. Create a blank layout, call it "Unused" and move all off-screen sprites there.

    I also made some changes to your code, see my comments in the event sheet.

    I added drag&drop behavior to enemies, try dragging them around, see if everything is working as it should.

    https://www.dropbox.com/s/cl5907ze1k2af ... .capx?dl=0

    Will check out, thanks a lot.

    Blank layout solution is top, cheers. Otherwise I would have tried to make all transparent stuff have 'destroy outside layout' (which would involve lots of clickery)

  • YAAAAY GOT FIXED

    The problem was that x2 fronts and x2 backs were assigned id=0 due to my spawn system malfunctioning.

    Sorry to bother, great thanks for the help

  • capx : https://goo.gl/KjZijp

    *instance standing with front (red part) towards the player is supposed to have threat of +25; while the one standing with the back to the player is -25

  • Debugging made clear the fact that It always only assignes value to second instance (the one with i=1) and NEVER to i=0 (threat_lvl always 0). I'll keep on looking.

    UPD : further testing showed that even if you add 4 instances ---> the only one which gets the right threat lvl is #1. Very odd. I'll package the .capx in a bit.

  • Mk.II suffers from the same problem - values being assigned to wrong instances.

  • Thanks, will switch to for (i just felt more familiar with repeat setup)

    Will do some debugging just now.

    And yepp, that is correct, 0/20/19/-1 is exactly what I want them to be.

  • Well, then just stick another sprite ( hide it under solids/walls layer ) which is not solid and check if your see that. That way you have solid walls and you can see them ( may have to have the visible sprite stick out a few pixels )

    Thats a very good workaround, yet it's very strange how it's coded that way :/

  • Basically, here's the code. If I have 1+ enemycores (works fine with just 1), it starts assigning random values to random enemycores (probably because all 3 subevents trigger simultaneously).

    Please help me figure out how do I make events in Construct loops trigger in order; or at least how do I trigger something each time for goes full circle.

    Thanks

  • roof object is just as a check; it has nothing to do with "front"

    Basically, I am checking whether my Sprite has a LOS to "front", but if "front" is solid then it's not visible to my Sprite. Its like saying I can't see my computer because its not transparent.

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  • and if the 'front' is set to solid ---> the event doesn't trigger. Seriously?

    How do I fix this, this was supposed to be a vital mechanic (to be able to see walls, which are solids)

    (or am I just doing it wrong?)

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HellMax

Member since 3 Jan, 2013

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