lionz's Recent Forum Activity

  • I created an RTS game where you hold the mouse and drag over an area, it creates a box sprite that stretches and when you release mouse anything overlapping the area you can pin to the sprite and drag them as one.

    I don't see how looping the animations can achieve what you want, you have the conditions as listed so you should be able to set the owl animations based on them.

  • In the same way if you use 'enemy has LOS of player' and an action for enemy to stop moving then it will pick that enemy.

  • When you use the condition 'bullet on collision with enemy' and the action 'destroy bullet', it picks only the bullet that collided and will destroy that one instance.

  • "In my game, the player performs actions (A, B, C, D, etc) in a certain order (1, 2, 3, 4, etc). At runtime, I'm using an XYZ array named Journal to store for each action a value corresponding to its order.

    The following drawing shows the status of the array at the end of the game. It reads that actions have been performed in the following order :

    E, D, A, B, I, etc"

    You created this?

  • For the green sprite you need to use a condition in the function 'pick sprite by UID' and the value is the function parameter.

    Create permutation on start of layout and in debug view you can see the order of numbers. Say you have 5 questions and the numbers given are 3,1,2,5,4 then that means question 3 would appear first then question 1 etc.

    You can access the data by setting a global variable for current question number to 'advancedrandom.permutation(0)' that would be the first question so 3 in this case. Then the next question would be advancedrandom.permutation(1) etc, so I guess the number in brackets would be a separate variable that increments as you go onto the next question.

    This number would also relate to the row of the array so lets say for the first question the current question variable number is 3, then you access the array using this array.at(questionnumber) so array.at(3) finds the question.

    So you are pulling two bits of data, the next question from the permutation table and then using this number as the row of the array to take the actual question text.

  • If it's a very simple shop then you can just place them in the layout and go to it. If it's more complex you could use an array (check the manual) to store the data of all the weapons. You can store weapon names and co-ordinates in an array spreadsheet style file then on start of layout load all of the data into an array and run it.

  • Yes but you can't do that when adding it as an obstacle, it is the object or entire 'family'

  • Hey, if you already sorted the arrays out and ordered values on xyz then you should be able to pull values? Try it and see

  • From what I am seeing in the gif and from what you described below particularly 'The main issue is that its global and changes a different object's obstacles because they share the same family behavior.' you should go for specific objects outside the family.

    Families are good for applying one thing to everything in the family to minimize redundant events but they're not good for doing the opposite and setting one family member with one option and another family member with another option, for this you should go onto specific objects which also will inherit the behaviours to be used from the family.

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  • "I'd much prefer a list of obstacles attached to one object. rather than applying it to all other object types in the family."

    That's what a family is used for. You can use the individual object if you don't want to apply to many objects.

  • On turret behaviour you are adding objects for the turret to target, on line of sight you are adding obstacles that block the line of sight. Maybe you are thinking about LOS in the wrong way.

  • You can use a loop from the array object for each x,y,z to compare if the current value is "1" for example, then when you have the location compare at Z=0

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lionz

Member since 5 Aug, 2013

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