jmiller4180's Recent Forum Activity

  • I have two little people sprites. Those sprites can walk around, and whatever and once in awhile they will randomly have the urge to chat with another sprite. I am curious about everyones opinion on the best way to go about this would be?

    The way I thought of doing it was using Wait Signals. So when the event starts the first sprite says whatever, then sends a signal for the second sprite to say whatever, back and forth back and forth until it ends. That will work just fine and dandy, but I want it to be more interactive. If sprite #1 says something like "Hugs", and sprite #2 is in a bad mood maybe it responds in a negative way like "I don't want hugs right now." I do have a mood variable that ranges from 1-100, but how in the process of the conversation logic can the sprite check its mood variable, and respond correctly to what the other sprite has said?

    Anyone have any ideas, or maybe a point in the right direction on how i can implement something like that?

  • I got the game to install once just fine. I worked on my game a little, uninstalled the old game, then tried to install the new game version and I get a Parse Error when trying to install it.

    1. I exported from Construct 2 via the Cordova Export Method

    2. I Go into IntelXDK, import HTML 5 Game

    3. Another window pops up to check settings. I chose use Cordova Plugins, and No for game option.

    4. I fill in all of the details like version number, app id, etc, etc.

    5. I downgrade my CLI version because of that build error.

    6. I build it.

    7. download it and try to install on my phone.

    8. Every single time now I get a Parse Error when trying to install it.

    This is extremely frustrating. Anyone have any ideas? Why is this such a complicated confusing process?

  • I figured it out. If anyone else runs into this issue, and doesn't want to use sine, or platform, or any other behavior in a work around fashion this is how I did it.

    Get the plugin rex_moveto - http://c2rexplugins.weebly.com/rex_moveto.html

    For Debug purposes I set it up to update a instance variable on my sprite so I could see the angles.

    Create Instance Variable - MovingAngle (number)

    Add Event - Sprite -> (condition) MoveTo is moving

    Action - Set Sprite MovingAngle to Sprite.MoveTo.MovingAngleStart

    Add Event - Sprite -> (condition) Compare Instance Variable MovingAngle > 90 AND MovingAngle < 270

    Action - Set Mirrored

    Add Event - Sprite -> (condition) Compare Instance Variable MovingAngle > 270 OR MovingAngle < 90

    Action - Not Mirrored

  • I've looked at that one. The way points my sprites follow are random though. Isn't that example based off touching an invisible sprite which turns them? I had gotten the sprites to mirror when the moving angle was 180 or 0, but it only worked some of the time and that's probably because when they move they could be going slightly up or slightly down so the angle isn't exactly 180 or 0.

  • I have a sprite moving via the rex_moveto behavior. Everything is fine, it moves around from waypoint to waypoint, but I cannot for the life of me to mirror the sprite based on the direction its moving. I have done this before, but cannot find the example capx I did it in. Anyone have any tips?

    > Any chance we can get that droipbox link or example back up?

    >

    Did you even look at the last comment?

    Yes. I saw it after I posted as I had the page in my browser window open for like a week and didn't notice it was updated. Thanks for pointing it out though.

    Any chance we can get that droipbox link or example back up?

  • So I have been using the example here to try and figure out how to make multiple companions that have the same behavior. The problem I am running into is when I clone, or create more of the fairy object, they all float to the same spot. Its like they are not setting themselves as their own x and y positions.

    So the fairys are scattered throughout the layout, and I only want them to start following when they come within a certain distance of the player. I figured that part out by changing the greater than sign to less than. I still have the problem though, that all the fairies congregate at the same spot on the layout when it loads, even if I change the call to set xPos to fairy.X (fairy2, fairy3, and so on) instead of self.X in all instances it asks for self.

    What do I have to do or am I doing wrong to get each of them to stay put where they are placed on the layout until the player comes close to them?

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  • Figured it out. Just need to look harder.

    Condition -> Zorder (category) -> Pick Top/Bottom -> top

  • In the game i am creating it is necessary to select a moving object on the screen by touching it. What I found though is that if two or more objects are overlapping each other and you select the top object all 2+ objects that are overlapping are also selected. This creates a problem as the mechanics of my game are only supposed to have one selected at a time.

    So imagine 4-5 AI Guys moving back and forth on a platform, you select one just as they are overlapping with another one, and all of them that are overlapping get selected instead of just one.

    Would anyone know how to resolve this issue? I have been racking my brain the past few days on it.

  • Perfect! Thank you

  • For example. In tower defense games you can fast forward time to make the minions follow the path faster and the whole game is faster so if you have everything setup correctly you dont have to sit there bored waiting for the level to complete.

    How would one speed up the game time to make everything move faster, like a fast forward button.

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jmiller4180

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