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  • That solves it! Thank you very much! It was just like what kriand showed! Sorry for the confusion I didn't know how to explain it very well.

  • I can't figure out how to access both instances and imagepoints to then make a line that connects both.I'm trying to connect two raycast lines (variable size) on the "point" imagepoints to cast sort of a cone shape. It has to be instance specific so that multiple objects can cast that cone as well.

    In this example I have 4 raycasts coming from an emitter with a specific range. The distance between the points varies when they collide with solids.

    I tried creating variables to identify each instance and tried following Yann's example from this link: construct.net/forum/construct-2/how-do-i-18/check-distance-between-2-insta-43358

    But still couldn't figure out how to do this

    I know this is complex but if anyone could help me it would be hugely appreciated.

    Here is my capx: dropbox.com/s/aw7susogmra8duq/distance2imagepoints.capx

    Drag and drop the black box to move the raycasts.

  • RE:1. There are some simple ways to do it, you can check out this LINK, from the How do I FAQ and see if the sollution works for you.

    RE:2. From what I know, Construct preloads only the current layout's placed objects when the layout starts, so this should only affect the game file size.

    RE:3. Yes, you can definitely do that.

  • I've been having this issue as well, is there any sollution? Changing my graphics card doesn't seem reasonable. I have a Nvidia GTX 970 with updated drivers.

  • I know this is really old, but could someone re-upload this example please? R0J0hound, do you still have it?

  • Yes !! That's perfect, thanks a lot !!!

  • Thank you so much ! It works !!

    Just one more thing.. If i wanted to pick the top one ( from the z ordering ) how should I do it ? The "pick nth instance" seems to pick the one that was first created

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  • For example: there are 2 overlapping objects of the same type, when I use the "on object clicked" function and set it to destroy the object, both of them are destroyed.

    Is there a condition that guarantees that only one will be destroyed ? ( I tried using the "for each" but it didn't work.. )

  • Yes ! That was actually what was making the infinite spawn! I got it all solved now after trying for some while, thanks a lot guys!

  • I wanted them to be basically the same (same appearance, animations etc), the criminals would do just little things that the people wouldn't. So I thought it would save code and resources if I just did it like this

  • Hello, thank you for reading!

    What I wanted to do is spawn 10 people at random times, but 3 of them should be criminals.

    For that, I created a sprite called "People" and gave it a boolean called "Criminal" and on spawn it's decided (randomly) if it's a criminal or not.

    The spawns are limited by a global variable (invites) that is set by the difficulty and with each spawn it decreases by 1 until it reaches 0 ( so it doesnt spawn anything )

    The problem is: I've tried many things but sometimes the criminal count is wrong, sometimes it spawns more people than it should, it never gets what I want.. Can you help me?

    ( I know the code is messy, sorry about that )

  • Thank you for the tips!

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illugion

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