Excal's Recent Forum Activity

  • Situation 1: When I try to make the user input appear only if it isn't already there.

    <img src="http://i.imgur.com/fpQIjBQ.png" border="0">

    Situation 1 Output:

    <img src="http://i.imgur.com/nCtRSMg.png" border="0">

    It seems like half of the gray background box is cut off, and the text that is supposed to spawn doesn't appear at all.

    Situation 2: The 'old code' that works, but if multiple spawn points are selected then the user input box will appear multiple times and overlap with itself.

    <img src="http://i.imgur.com/S3UT4s7.png" border="0">

    Situation 2 Output:

    <img src="http://i.imgur.com/3tmVnAW.png" border="0">

    Basically I'm trying to prevent the gray user input box from spawning multiple times and overlapping with itself if the user selects a different spawn point. My logic is that I should just be able to check if the box count = 0 before spawning the user input box, but that seems to prevent half the box from displaying in the first place (and the instructions text isn't there either).

    BoardGame.capx

  • cvp this is true. I guess I have to make the global variable after all :(

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  • There should be a built-in variable SpawnPoint.Count that you can use, so no need to create the global variable ;)

  • cvp Oh :(

    I guess I will have to dynamically set the spawnpoint values then.

  • cvp Yes, that's perfect!

    I'm a little confused though. SpawnPoint.SpawnPointNumb has no entry, so how does this work?

  • Here's the situation: I have three spawn points, each with a boolean variable 'Selected' that is by default set to FALSE. I have events that allow the player to spawn an object at these spawn points when they are selected.

    The problem is, a player may select multiple spawn points and spawn a single object that gets placed in all of the selected spawn points. I want to restrict the player to only being able to spawn one object at a single spawn point. In addition, I want the user to be able to switch the selected spawn point at any time before spawning an object. For example, if the player selects spawn point A, but then selects spawn point B, I want spawn point A to no longer be selected and any object spawned will be created at the currently selected spawn point (point B).

    This is more or less an abstract question of how one might implement this, but if you want to see a .capx you can use the link below:

    BoardGame.capx

  • I'm just going to be honest here and say that you might as well make it a FPS too, turning it into a MMORPGFPS. I mean, adding a first person interface is just moving the camera, and adding guns won't be too hard since you already have RPG projectiles like bows and arrows, right?

  • I'd like to go ahead and bump this in case anyone is interested in collaborating.

    The .capx file is updated and includes the current iteration of code. Compared to my first big project, I've tried my best to follow better C2 coding practices:

    <img src="http://i.imgur.com/gntN8pu.png" border="0" />

    Here's a screenshot of the project progress so far:

    <img src="http://i.imgur.com/Taoc6BA.png" border="0" />

    Special thanks so far to Yann, who developed the random grid generation script used to generate the levels.

  • I mean in the function command to display the parameters, I want to be able to add visible quotation marks around Function.Param(4) as opposed to adding them to the function call itself (and passing in the quotation marks as part of the parameters).

    Is it possible to do this?

  • Suppose I have a function that passes multiple parameters, with one of them being a string:

    <img src="http://i.imgur.com/EKyXJvq.png" border="0" />

    In the function itself, it will display these parameters:

    <img src="http://i.imgur.com/H4wpSVu.png" border="0" />

    However, I want quotation marks to be visible around the string text that is shown. How would I accomplish this?

  • You should probably include a .capx

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Excal

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