vahnyourdoom's Recent Forum Activity

  • this works, thanks a lot!

    though i wish in future updates you can just call action system to include an event sheet or at least activate/deactivate it.

  • my game has multiple selectable characters which i coded on different event sheet

    how do i make it so that only the chosen character's included event sheet is active?

  • Problem Description

    selected 'enemy' is wrong

    Attach a Capx

    https://www.dropbox.com/s/ao0x96r0s09vz ... .capx?dl=0

    Description

    what i want to make is to create a '!' object above the 'enemy' whose 'Attack cooldown' is 0 or less, and thus, i use

    'create object '!' on layer 0 (enemy.x, enemy.y - enemy.height/2 - 35)' action on

    'if enemy.curATKCD <= 0' condition

    in hope that the object '!' will be created above the enemy whose curATKCD reached 0 or below

    but it doesnt work, the '!' is created on a random 'enemy' instead

    i can circumvent this by using 'enemy spawn object' instead... but i'm pretty sure my coding aren't wrong <img src="{SMILIES_PATH}/icon_neutral.gif" alt=":|" title="Neutral">

    also using enemy spawn object, i need to make the spawn point for ALL the enemy, which is going to be a lot

    I dunno if it's my logic that's wrong or this is an actual bug (as i expected the enemy object to be selected when the conditions is met, but it doesnt seem so, random enemy object is selected instead)

    Steps to Reproduce Bug

    just wait a few seconds

    Affected Browsers

    • FireFox:

    Operating System and Service Pack

    windows 10

    Construct 2 Version ID

    244

  • LittleStain

    ah, to check on opponent's current status, just clik on the sprite.

    and to change the bullet, click on the turret

    sorry i missed to explain that ~_~

    anyway, can anyone do this? i've tried to use a timer, still doesn't work so well.

    to be exact, i am unable to find the certain String that needs to be replaced by ""

    i can't make the string to "", because that will reset ALL status that is currently applied on that unit.

    i need to find the correct status(for example "Z|") then exchanging the "Z|" into ""

    so if opponent currently is affected by

    "A|Z|"

    it will become

    "A|" (the | is for separator)

    is there a way to find the "Z|" on the string, then replace it

    ---

    using replace and timer does well @, took me few hours to get it done <img src="smileys/smiley7.gif" border="0" align="middle" /> (i first uses 'wait', but it went buggy as it does not refresh the duration like i wanted it to be)

  • i have a turret that will spawn 2 types of bullets

    1st bullet will make the enemy hit into gaining "Z" status for 4 seconds

    2nd bullet will make the enemy hit into gaining "A" status for 3 seconds

    now :

    if the enemy has no "Z" status when the 1st bullet collided with the enemy, the enemy will gain "Z" status

    if the enemy ALREADY has "Z" status, then the duration will be refreshed into 3 seconds again (for anyone playing DOTA should understand, i meant to use 'orb effect' kind of thing)

    if the enemy is hit by 2nd bullet, while ALREADY having the "Z" status, the status will simply add into "Z|A|", which means the enemy is AFFECTED by both effect.

    dropbox.com/s/o73eymclbvu6p68/TestEffect.capx

    i already made the whole 'not stacking' effect.

    but i can't add the duration <img src="smileys/smiley19.gif" border="0" align="middle" />

    can anyone make so that A status will be gone after the enemy is NOT hit by the 2nd bullet for 3 second, and so Z status will be gone after the enemy is not hit by the 1st bullet for 4 seconds?

    and if able, the duration will be refreshed to 3 or 4 (based on the effect) if the enemy is hit again.

    thanks <img src="smileys/smiley1.gif" border="0" align="middle" />

    --

    ah, if able, i would like for all the status effect to be placed on a string, so if i wanted to add more effect, i don't add an instance variable. well, if able @

  • ram

    i got stuck from yesterday morning through todays afternoon, so i thought of posting it here for helps <img src="smileys/smiley1.gif" border="0" align="middle" />

    for timer, maybe it's going to go better... thanks<img src="smileys/smiley4.gif" border="0" align="middle" />

  • update :

    i've tried to make the casting of skill into a function.

    <img src="https://dl.dropboxusercontent.com/u/158057323/c2%20ManualCast.JPG" border="0" />

    works like charm, this works as fine as before

    then i changed the autocast code too :

    <img src="https://dl.dropboxusercontent.com/u/158057323/c2%20AutoCast.JPG" border="0" />

    doesn't work......only works to the first tower affected by the autocast, if i had 2 or more instance of 'mana tower', it won't autocasts. any idea why?

    this is the .capx of my update :

    dropbox.com/s/ksw5ryf223qyzvf/reololo.capx

    if you clicked on the atkpoint (that small yellow circle), you can see that the code from

    <img src="https://dl.dropboxusercontent.com/u/158057323/c2%20AutoCast.JPG" border="0" />

    actually works.

    it changes the instance variable of 'Zeal' into 1, but it does not call "SkillActivate" function.....

    or maybe the SkillActivate function got an error because the first tower keeps calling it? how to stop it then?

    -----------

    pffffffffftttttt....

    okay, after looking it through, i know what's wrong, now autocast and manual cast works.

    i've tried this for 2 days already, posting it here sure help :3

    <img src="smileys/smiley36.gif" border="0" align="middle" /> <img src="smileys/smiley4.gif" border="0" align="middle" /> <img src="smileys/smiley1.gif" border="0" align="middle" /> <img src="smileys/smiley17.gif" border="0" align="middle" /> <img src="smileys/smiley2.gif" border="0" align="middle" />

  • my tower defense project will have skills that have cooldown, if the cooldown is 0 or lower, the skill then can be activated.

    for manual casting, i've finished it, no problem at all. However, as it is tower defense game, i thought of making a 'auto cast' that will cast the skill automatically with 2 simple conditions :

    1.the tower has target in range

    2.the skill is not in cooldown

    each available towers will cast it's skill for as long as those 2 conditions are fulfilled.

    based on those 2 conditions, i've make the code like this

    <img src="https://dl.dropboxusercontent.com/u/158057323/c2.JPG" border="0" />

    it doesn't work.

    whole .capx file :

    dropbox.com/s/ms9129ky1km6ssl/tralalala.capx

    the autocast exists in 'tower skills' group

    (remove the extra dots)

  • a Tower Defence game i myself made for a university project. it's rather simple and strengthen your tower using 'upgrade' that will unlock/improve your already available skill.

    Click on the house to increase maximum tower cap

    select the tower you intend to buy first on the left side of the UID

    then select on the yellowish spot to place the tower there

    you can read the information of something if you hover your mouse on it.

    you can (of course) select an already created tower to upgrade it

    click on "add unit" button in order to add garrisoned unit and increase your tower attack speed

    it can't pause sadly, buy you can move to another tab in your browser in order to pause the game

    it's incomplete, but rather than completing it, i planned on making similar game once the holiday is finished

    ht.tps://ww.w.dropbox.c.om/s/81mc80u5hzqfr4g/TDIndo.rar

    (remove the extra dots)

    to play, double click on 'index.html', it may need few refresh and as far as i know it only worked on firefox <img src="smileys/smiley7.gif" border="0" align="middle" /> <img src="smileys/smiley7.gif" border="0" align="middle" />

    thanks <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Link to .capx file (required!):

    h.t.t.p.s://w.w.w.dropbox.c.o.m/s/y8029rno4wmi7yc/tstTurret2.capx

    (remove the extra dots)

    Steps to reproduce:

    1. click on the turret when it's attacking fast

    2. the turret stops attacking (expected)

    3. when clicked on turret again, it will attack again the targetted sprite

    4. however, on the first attack, 2 instance of bullet will spawn instead of one <<< it may be hard to notice, but you can check on the damage, 1 bullet should deal only 400 damage on 4 seconds. it should wash 2/5 of the opponent' HP, but what happens is it's washing 4/5 of it's HP

    Observed result:

    it will spawn 2 bullets instead of one after it's clicked on the second time

    Expected result:

    it should spawn only 1, as what i did is simply changing it's rate of fire

    Browsers affected:

    Chrome: (i don't have chrome)

    Firefox: yes

    Internet Explorer: (mine still doesn't support html5 games)

    Operating system & service pack:

    windows 7

    Construct 2 version:

        r156 (beta)

    thanks <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • my solution :

    make the box to have a 'platform' behavior as well. With initial condition disabled.

    then after the player touched it (collision) and you pressed enter or something, enable it. it should move along with you then. (i think you should disable platform jumping while he's pushing the box around tho, to make it more realistic)

  • Windwalker

    sorry, not enough rep to actually post a link.

    dl.dropboxusercontent.c.o.m./u/158057323/testTurret.capx

    (remove the extra dots in 'com'

    but yeah, i simply wanted to change target into the clicked object

    the object is the same, only different instance

vahnyourdoom's avatar

vahnyourdoom

Member since 10 Jan, 2014

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