eluros's Recent Forum Activity

  • No problem, thanks for confirming!

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  • Well, the image uploader didn't work... I suspect because it keeps making my posts wait for moderator approval.

    It says:

    Unhandled exception running script idle_game, event 36, action 1: TypeError: temporaryBankGenerators[effectGenerators][nameCurrency] is undefined

  • Thank you for responding! :D

    Okay, using the default project, pasting the code as I described in my below post and running from Loader in Debug mode, I get this in console:

  • Thank you for sharing! Does it currently support multiple currencies? When I modify idle_rules.json in the file you provided like so, the LAY_MONSTERS layout break and I get lots of errors:

    Original:

    "currencies": { "primary": { "label": "Points", "description": "" }

    My revision (which breaks):

    "currencies": { "primary": { "label": "Points", "description": "" }, "secondary": { "label": "Points2", "description": "" } },

    Any thoughts?

  • Yeah Families then. Put rogue and mage into a family where Duration and MaxDuration are Family instance variables. You can still refer to the classes separately for some things but for those events you can use single events with family, so rogue.duration and mage.duration become family.duration which applies to both rogue and mage.

    Appreciate it, Plinkie! I see-- that was a big, missing part of the puzzle. Still have a good bit of configuration to do, but it all seems to be working!

  • Thanks, Plinkie! I really should have explained that, better.

    I'm trying to make my code modular. Really, I want to be able to write a set of actions once, and have that actions run on any object(s). I was probably asking if a specific solution was possible, rather than explain the problem.

    Pulling that image back in, again:

    You can see that certain variables in the jobFighter event need to perform certain actions, every time the condition is met. The problem is that I have a lot of parallel objects, running in parallel. I also need to do this for jobMage and jobRogue, etc. (in this case, even though it says "jobFighter", it functions like a skill in my game).

    Rather than have to do this:

    I'm trying to simplify my code, like this:

    This is how I'd try to solve problems in other design platforms I've used. However, if I'm not thinking about this in the proper way for Construct 3, I'd like to learn!

    Thanks,

    El

    --

    Edit: Ashley, I see that you posted while I was typing. Thanks for your response-- it's thrilling to have someone from the Construct team respond! :-)

    Hopefully this post helps to make it more clear what I'm trying to accomplish. I bet I'm simply not understanding something about Construct 3 or best practices for handling this situation; appreciate any guidance!

  • Edit: Question answered! Families are the way to tackle this.

    ---

    Hi,

    I'm dealing with a lot of redundancy that I bet there's a way to work around.

    I frequently have actions inside of an event whose object needs to be the object of the event. As I work with large numbers of events/actions and work to de-duplicate unnecessary items, it would be very, very helpful to have an action's object simply be "this", or be "this event's object".

    Is that possible in Construct 3? I'm aware that events can have multiple objects, but if there's a way to set action objects as relative references rather than absolute references (to a specifically declared object), that would be very helpful.

    Thanks, everyone!

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eluros

Member since 3 Mar, 2019

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