DarkViGaCi's Recent Forum Activity

  • One idea will be to keep track manually.

    Here is one example:

    It will Pick and destroy all the black sprites and show who was the last one destroyed.

    https://www.dropbox.com/scl/fi/c3tp5wgwqhlmqpgst6fns/Pick-Last-Destroyed1.c3p?rlkey=3cklxpd1fmm8kww7icj6ntnng&dl=0

    Thanks! It seems like using a global variable is the only working way to pick the last destroyed object.

  • I need a trigger that allows picking the last destroyed instance of an object. There's an option where upon destroying an object, the expression "Sprite.Count = 1" is checked. However, there might be a situation where several objects are destroyed in one tick. In that case, the On destroyed event with the expression "Sprite.Count = 1" won't trigger.

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  • The "Destroy" action it is just a request to destroy the object. The object becomes destroyed only after the event sheet processing is finished (only on the next tick).

    For example, if you destroy objects, the "Object Count" expression will still consider the objects existing until the end of the current tick.

  • Is there a way to pick the last destroyed instance of an object? For example, in one tick I destroy several instances and I need to pick the instance that was destroyed last.

    Is there any equivalent to "System > Pick last created", only for destroyed objects?

    Tagged:

  • You can use a Dictionary object, which you will save in LocalStorage as Dictionary.AsJSON.

    Next, save the state of your boxes in this dictionary. The key name for the dictionary is "Box."&Box.IID.

    The key value for the dictionary is Box.AsJSON.

  • I added an inventory with items:

    - Items can be installed on the tank to get stat bonuses.

    - Items come in different rarities.

    - Items of the same rarity and type can be combined to level them up.

    - Unneeded items can be sold.

  • Maybe you want to create map like this?

  • What do you mean? You have to set a size for the layout, don't you?

    You can set "Unbounded scrolling" option. After that "scroll to" can follow object outside the Layout.

  • Imagine a grid that covers the entire map. Each cell in this grid can only hold one unit at a time. When a unit moves from one cell to another, it marks the cell it's going to as "occupied" so that other units can't take it. When a unit leaves a cell, it marks it as "free".

    There are two types of obstacles: temporary (like another unit occupying a cell) and permanent (like a river that the unit will have to go around).

    Every time a unit moves to an adjacent cell, it checks if it's occupied by another unit. If the cell is occupied, the unit tries to find a way to go around it.

  • It's possible. I made this on Construct 3:

  • I added a battle results screen.

    The moving background is created using TileBackground. The movement itself is implemented by changing the "Image Offset X/Y" parameters.

    Next, I added a semi-transparent mask with "Destination In" blend effects.

    Everything else is implemented using the "Tween" behavior.

  • There is the simplest way to make a hexagonal grid in Construct 3.

    construct.net/en/forum/construct-3/your-construct-creations-9/hex-pathfinding-algorithm-179938

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DarkViGaCi

Member since 29 Mar, 2017

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