lolpaca's Recent Forum Activity

  • Alternatively, give the pathfinding behaviour to your enemy sprites (you can set it off by default) and when they need to walk aimlessly, set it on have them walk to a random valid point on the layout. When they reach their destination, repeat.

  • Anyone have any ideas? I've been reading through this guy's guide, which seems pretty solid - could anyone give me a hand on how to do this with arrays in Construct?

    roguebasin.com/index.php

  • Hey all,

    I've gone through these tutorials (http://www.scirra.com/forum/procedural-generation-using-the-miner-method_topic49493.html) (which are great, btw) on procedurally generating a 'cave'-type map, and now I want to try making a dungeon map - something with oblong rooms and connecting corridors, similar to the kind you get in Pixel Dungeon and other roguelikes.

    I saw someone had made a generator like this for Construct Classic (sorry, can't find the link right now, but I know it's around here somewhere) so I guess it must be possible in C2. Has anyone made an update for Construct 2, or could please give me some helpful information on where to get started? I'm still pretty new to using arrays to generate maps, but I'm finding it all super interesting and want to know more!

  • Hey, I think what you need is the "Pick by evaluate" condition - I asked something similar yesterday and there's a couple of helpful capx on my thread <img src="smileys/smiley4.gif" border="0" align="middle" />

    scirra.com/forum/test-if-true-for-each-instance-of-an-object_topic81125.html

  • As a PS to this, I found out that it won't set the variable to 0 if none of the objects have the condition; ie I guess it can't 'Pick by X' unless there's at least 1 object that's X. I got around this by adding "Else > Set [variable] to 0" after the event.

  • Brilliant, thanks so much both! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Sorry, I don't understand. The event I want to trigger is one that has doesn't necessarily relate to the objects being picked - I just want to test that a certain state is true. So for instance:

    If all [sprite - Zombie] are [boolean - Dead], then [Go to next level]

    Or alternatively

    If 20 [Zombie] are [Dead], then [Give extra life]

    As it is, I can only figure out how to test if any Zombie is Dead or not, not all of them or any given number of them at once.

    I can't work out how to do it by evaluating - please could you explain the exact events you'd use to do that?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi, I'm sure this is something pretty simple, but for some reason I don't seem to have come up against it before. Basically, I want to test if a condition is true for each instance of an object, and do an action if so. For example:

    If all [object] Zombie is [boolean] Dead, then xxx

    It'd also be handy to know if I can test for certain numbers of an instance, eg

    If 20 Zombie is Dead, then xxx

    How do I do this? <img src="smileys/smiley4.gif" border="0" align="middle" />

  • I noticed this last night - music in my game started going weird and distorted immediately after the Firefox update. Glad it's not just me!

  • Hi Vilsu,

    I was in exactly the same situation as you a few months ago - used Klik 'n' Play since small times (I was even a member of the Klik 'n' Play Klub <img src="smileys/smiley17.gif" border="0" align="middle" /> ) and moved onto MMF2 about a couple of years ago. A little later I started reading about Construct 2, made the switch and I've never regretted it.

    Not to do down MMF2, which is still a great program, but C2 is very liberating in comparison. It's much more flexible and doesn't have the illogical, finicky restraints and the frustrating brick walls you'd occasionally hit with MMF2. The way the event system works is very similar, so if you're well-versed in MMF2 you should find it easy to switch over. C2 is also updated much more often.

    I'd say MMF2 is somewhat easier to use and I must admit I miss the drawing and animation tools, and the rather decent library of graphics, music and sounds that came with it, but that's all. The Windows 95/Windows 7 comparison is pretty apt: it just works better.

  • Hey, sorry to keep asking questions about this, I don't really know anything about CSS! Could someone please tell me how I can change font colours from line to line or even word to word in the Text Box object? Eg:

    <font color=gray>Billy:</font> <font color=red>Hello.</font>

    <font color=gray>Bobby:</font> <font color=blue>Hello, you.</font>

    I think it's possible because I've seen someone use text boxes like this before, I just can't figure it out. Cheers!

  • Out of interest though, has anyone tried doing anything like I described and is a text box the best thing for it?

    Basically I want a scrollable, read-only text field where I can vary font colours from line to line and keep a log of all the dialogue that's been spoken in the game. Sort of like the action and conversation logs in old-timey RPGs. The Text object itself would be ideal (as you can append text and stuff) but if there's a way to make it scrollable, I haven't figured it out yet.

lolpaca's avatar

lolpaca

Member since 28 Feb, 2013

Twitter
lolpaca has 1 followers

Trophy Case

  • 11-Year Club
  • Popular Game One of your games has over 1,000 players
  • Email Verified

Progress

13/44
How to earn trophies