Gougth's Recent Forum Activity

  • wow i really appreciate your offer! I like your style - keep that up :)

    E-Mail sent :)

  • Would that make a difference?

    I mean i would still have to start them separately or this there an option to start the timer when the object is created?

  • Thank you for anwsering that quick!

    I got it working now, didn't use Timer behaviour, tough. If I use the "Timer" as a family behaviour I would always want to start a new "Timer" when an enemy spawns since the one family "Timer" does only trigger for the instance which were on layout when i first started the overall family "timer"? Or am I missing the point here?

    Nevertheless I found a suitable workaround. Used 'every x seconds' methode from here: https://www.scirra.com/tutorials/450/timers.

    But again: Thank you both a lot!

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  • Hi there!

    I came across a problem whilst working on my rpg project and I hope you could help me to fix it.

    I got enemies which should every now and then (~2sec) spawn a firebolt.

    To shorten up my code i created an 'enemy' family.

    I thougth it would be the best way to do it like this:

    System.forEach(enemy) && System.everyRandomSeconds(X)

    {

       System.SpawnObjectAt(enemy)

    }

    But instead of spawing a firebolt every X seconds individually on every enemy, it resulted in something unintented. All enemies are now spawning firebolts at the exact same time (every X seconds), which is leaving the player no chance to survive the massive amount of firebolts.

    However I want them all to attack (=spawn firebolts) seperatly, every one of them in it's own X seconds rythm. How do i need to modify my code to do this?

    I hope it became somewhat clear what I was trying to achieve. <img src="smileys/smiley5.gif" border="0" align="middle" />

    Sincerely

    <img src="http://dealer-of-darkness.de/downloadbase/index.phppage=EntryImageShow&imageID=196.jpg" border="0" />

  • Link to .capx file (required!):

    capx

    Steps to reproduce:

    1. Create tilemap

    2. place tiles on map

    3. save & close project

    4. reopen project

    5. select tilemap (try to edit tiles / position of each tile)

    Observed result:

    tilemap layout will stay grey and empty. No option to change the positioning.

    Expected result:

    show the same tilemap layout which is able to be used when creating a new tilemap

    Browsers affected:

    Chrome: no

    Firefox: no

    Internet Explorer: no

    Operating system & service pack:

    win 7, 64bit

    Construct 2 version:

    r151

    If I did something wrong and it's ain't a bug but my fault, please go ahead and teach me :)

    Theo

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Gougth

Member since 16 Nov, 2013

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