lolpaca's Recent Forum Activity

  • Both of the examples you posted as images should be fixed by using the "Else" condition between the "Selected = asdf" conditions. Though I agree with you on the first one, it shouldn't be necessary because triggers are supposed to run only once.

    I'm thinking that because of the nature of triggers, whenever you fulfill the condition of a trigger, it gathers all triggers of the same kind, queues them and checks if they are able to run because of previous conditions in order, so by the time they check the second one, the "Selected" condition is also true for that one, and it runs anyway.

    Else should be your solution

    Yeah, that's what I (finally) came to realise. I just find it odd that something apparently so simple is fairly complex to execute - I'm not sure if the multiple-triggering thing qualifies as a bug exactly, but it's certainly a bit counter-intuitive and I'm surprised I haven't run into it before.

  • Brilliant, thank you! I think I understand why it's working now, sure is a weirdly complicated thing to do though...

  • Ah I see... but it still won't work when pressing Up Arrow at the top/Down Arrow at the bottom (I added in the right events but it just seemed to break it )

    Anyway, all in all it seems it's less of a faff to do it with a numerical variable so I'll just do it that way. Thanks for helping

  • I have a clue here:

    Done this way around it works, at least going up and down, though going up from "New Game" doesn't bring it back to "Controls" and vice versa as I want it to. I understand the way the logic's flowing - if you put the unfulfilled condition as the first sub-event, it's 'skipped' and the second sub-event fires. If the first sub-event's already fulfilled, though, they both fire, which isn't what I want

    It's not a huge deal as I can do it the other way with numeric variables, I just find this way neater and it *should* use fewer events. It seems like such a simple thing to do, but I can't figure out the logical way around it.

  • Yep, I've tried it with adding and subtracting variables and that works. I just don't understand why this way doesn't - like I say, the logic shouldn't be letting the second one fire.

    RE the ordering of the events, yeah I've tried it both ways round (neither work, this was just the second one I tried!)

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  • I'm making a keyboard-controlled start menu for my game. Currently there are just two options - New Game and Controls. I have a Torch sprite that hovers by the currently selected option, and I'm also using its text instance variable "Selected" to determine which option is selected. Below is the code I'm using to try to make this happen, and for the life of me I can't figure out why it's not working

    I mean, I think I understand why nothing's happening - you press Down Arrow from "New Game" and it switches to "Control", but then Construct immediately triggers the same action for "Control" and it ends up where it started. But why? As I understand, keyboard commands are triggers - they should fire once at a time, so the second one shouldn't be firing. Any help please, I'm sure I'm missing something but this is driving me mad

    By the way, Torch.Selected is set to "New Game" by default, so that can't be it.

  • I think a "For Each" (Enemy) on the condition that handles Z ordering should sort it.

  • Ah, I was looking for something like this. I have a cooldown between spell attacks in my game, but I want an effect that reduces cooldowns by a percentage rather than a flat rate. The equation currently looks like this:

    =(A-(((A/100)*B))/2)

    where A is the base cooldown of the spell, and B is the cooldown bonus modifier (dividing by two at the end so that a 100% increase effectively halves the cooldown).

    My spell cooldowns count down in milliseconds, and I want the player to get the flat benefit of even a small percentage increase, so am I right in thinking that if I take the output of that equation and do floor(output*100)/100 that'll do the job?

    In other words, if a spell's cooldown is 0.30 seconds and the player has a 2% cooldown bonus, I want the cooldown to go to 0.29 seconds, rather than 0.297 which wouldn't provide any practical benefit.

  • That's awesome, reminds me of GTA1 perspective. It's kind of atmospheric as it is, too. Nice work!

  • Really fun! Feels like a very arcadey game, sorta like a platformy Smash TV or something. I can see a lot of potential in it!

    Personally I'd be tempted to grab some placeholder graphics from wherever you can find - something like the Spriters Resource will probably have plenty of stuff that fits the bill - and just see how it looks with some nice graphics on it, but that's me. Look forward to seeing what you do with it

  • Really nice start! The Spelunky influence is clear, but I like all the little bits you've added to make it different. Look forward to seeing what you do with it!

  • Also, the long-promised devlog. I'll still update this thread now and then, but this is where the most frequent updates will be happening from now on!

    http://lolpacagames.tumblr.com/

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lolpaca

Member since 28 Feb, 2013

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