33miles's Recent Forum Activity

  • Hi everyone! Just wondering if there are any other pathfinding plugins that move sprites in a grid based way. In my game I'm currently using 00Rez's Astar plugin but have run into problems with it. Can anyone recommend another one or help me with the one I have? Any help would be greatly appreciated, thanks!!! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi, still trying to find a fix to the first problem... But while doing so I have found two new problems with my game. The first new problem is that none of the new instances of my sprites retain their path-blocking value when spawned, even though according to my very first event they should all block paths. I'm confused on this very much. Is it a problem with the plugin or my event logic?

    For the 2nd new problem I made this event to spawn new instances of the colored cubes at random slots on my board:

                

                 Condition1: On any click:

                 Condition2: System, Pick a random "Tiles" instance:

                  -Action: System, create object "Family1" on Layer 1 at (Tiles.X, Tiles.Y)

    This event does indeed spawn a random colored cube at a random slot but sometimes they spawn on top of each other! Is there a simple way to fix this?

    My previous post didn't seem to get any replies, probably because no one could visualize what my events and problems were, sorry for that. So I made a cleaned up version of my test game for you to download. It's just basic but hopefully some of you C2 Vets could help me with my 3 above mentioned problems. Thanks again for your time and help, here is my .capx https://www.dropbox.com/s/rn5fe65d3jhdksn/PathfindingTest1.1.capx

    And the Astar pathfinding plugin/Behavior that I used is here https://www.dropbox.com/s/bi08pg8eyjpozqw/astar_all_1.0.zip

    Have a look and thanks a bunch!

  • Hi all! I'm making a grid based match 3 game. But I'm running into a problem. I set up my events so that every time I click my left mouse button 1 of 3 colored matchable sprites that I put in a family spawns at a random tile on the board. Now the problem is that I can't control any of the new spawns. The only ones I can control are the first spawns of each colored sprite. I'm using the Astar pathfinding plugin by the way for grid based movement. Is there any picking expression or something that will allow me to control any sprite I want whether it was the first yellow colored cube on the board or even the 100th yellow cube instance for example? I just want to click on the sprite and then click where I want him to move. Like I said I can do this but only on the first instance of each sprite.

    I've been trying to fix this on my own for a few days now with no luck... Maybe it's just some easy form of "pick" or expression string that I'm not familiar with. I would really appreciate it if any of you smart people could help me with what would seem to be a deceptively simple concept. Thanks very much in advance for your time and advice! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • It worked! Your a genius LittleStain! Thanks for all your help buddy. <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Thanks sooo much LittleStain! That example is logical to me. I'll try it out after a few hours sleep and let you know how it goes. Have a great night, well early morning I guess I should say hehe. Thanks again for all your help!

  • Hey LittleStain! Thanks for getting back to me so quickly. I read the link you supplied and tinkered a bit but am still not knowing how to use these properly. My main problem is that I am unsure of how to set up a timer event that spawns an enemy in a certain place, the conditions and actions just don't seem to be available where I would think they should be. Like I can't use the condtion (on start of layout) and have the proper timer actions to go along with it. Also after I learn how to do this will timers succeed where my every x seconds events failed?

    I'm just trying to get my enemies to start spawning at the proper time only when I'm on the actual level layout and not while I'm on the menu screen layouts. I don't really see why the original logic in my .capx that I shared on here didn't work...

    So please LittleStain could you give me a short little example of an enemy spawning event with timers just so I can see the process of how to form them? I'm sorry for all the questions, but I am very thankful for everyone who has replied. Respond when you can please, thanks much.<img src="smileys/smiley1.gif" border="0" align="middle"> Here is my demo .capx again for easy reference. SpawnTest1.0

  • Thanks for the suggestion moonworx, but it did not work for me. I set it up just like your screenshot and it played just like the way it was originally. Thanks anyway! Do you have any other ideas? <img src="smileys/smiley38.gif" border="0" align="middle" />

    LittleStain

    I don't have much experience with timers. Could you explain in a bit more detail how I could make this work the same way by using them? I really appreciate it!

    Thanks and please respond soon!

  • Hey plinkie and everyone! Sorry responding took a long time, I have been very busy lately. Here is a test .capx for the problem I am still facing.

    SpawnTest1.0

    You will notice that enemy spawn times are different if you start from the menu (layout 1) than if you start from layout 2 the actual game scene. So please check it out for me. I set up a global variable text that is initially set to off, but when the yellow block falls on the player at the beginning of the layout it sets it to on. I tried to make my events so that the enemies only start to spawn once the variable is on but it still doesn't work properly. Basically I only want my spawn events to start when layout 2 is started, if you guys could help me out with this I would be extremely happy. Thanks much in advance!   <img src="smileys/smiley1.gif" border="0" align="middle">

  • Hey plinkie, the parent event of my sub-events is just:

    (system) compare variable, LayoutStart = 1) with no action

    So I guess it's not doing anything huh? I wanted to do it tulamide's way but with a boolean instead of a large number, unfortunately I had trouble fully understanding it. Could you or tulamide explain it to me in really simple steps please? The way I write my events in my posts is kinda how I perceive them if that makes any sense. Thanks for all your patience guys. Please respond soon, thanks!

  • Thanks for the responses everyone. I tried using a boolean variable and it kinda works... For some reason one wave of enemies from the sub-events fires off almost instantly upon start of layout, after that their timing is about right. Does anyone know why it makes all of them just spit out on start up like that?

    I now have an event that sets the LayoutStart GlobVariable from 0 to 1 on start of layout. Then I have another event comparing the variable to 1 but it does not have an action is this okay? And finally I have sub-events under the compare variable to 1 event for all my x seconds enemy spawns. Does that sound like it should work? Thanks again and hopefully I'll get this working!

  • Thanks ryackov! I'll try that out and let you know how it goes. <img src="smileys/smiley20.gif" border="0" align="middle" />

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  • Hello again everyone. I have a question for you if you could spare a second or two. I have 8 layouts so far, the first one is a start screen, then I have 4 containing each page of my story. The next one is a tutorial and after that my main level layout starts. My last layout is a game over screen. Now my problem is that for my main level layout I have many timed events such as:

    (condition (system, every 30 seconds) = (action (create object "robot" on layer 2 (x12751,y430)

    And after progressing through the 6 beginning layout screens the timing of all those events are messed up like they had started when I was on the start screen. I don't think I could add "at start of layout" to any of them because they need to be going constantly through the main level once it starts and wouldn't that condition make the event untrue after the first cycle? Does anyone know a trick to add to my events that would fix this? Thanks, and I appreciate every bit of your help!<img src="smileys/smiley1.gif" border="0" align="middle" />

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33miles

Member since 18 Feb, 2013

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