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  • Zebbi

    You should be able to use a different image per tiledbackground instance.

    Sorry, yeah, it works for every instance of the same tile perfectly, just need to get an example made.

  • In your situation I figure spawn might be more convenient.

    I would remove the containers, otherwise you will end up with creating too many detectors and badguys. Bah, I am not sure if this would not create a feedback loop if you forget to remove the containers. Badguy spawns detector via event, detector spawns rest of container on event creating new badguy, badguy spawns new detector via event etc.

    Yeah, you're right, I think it would create an ungodly loop if I left them in.

  • >

    > Yeah, I read that was the case. So, should I give each badguy a variable, put the detectors in each badguy's container, assign a variable to all the detectors and badguys, and pick each of them and give them the nearest UID?

    >

    > Or should I just duplicate code?

    >

    Do something like below.

    On family "badguy" created

    For each "badguy"

    create/spawn detector

    set variable "detector.parent" to "badguy.UID"

    Then if the detector colides with whatever it is to collide with do:

    On detector collides with whatever

    for each detector

    pick badguy by uid [detector.parent]

    do events for badguy

    Should work IIRC. Let me know if it does not, I will be using a similar method to link inventories to NPCs and Loot Containers in my current project.

    Also family.uid=object.uid, you can also use that to check if a family member is a particular object type IIRC.

    Gonna try this, should I still use containers at all, or just remove the two detectors from the container and spawn them? Also, is that definitely spawn and not create (two different processes)?

    Also, how about turning each character left or right? Is that just a case of using foreach?

  • Is there some other way of being able to reference families whilst maintaining individual instance profiling? I'd have thought duplicate event groups would have been really really discouraged, but how else can I use the events I'm using?

  • blackhornet Magistross There's also this containerhelper behavior that allows for picking family children by UID, but I'm too stupid to understand how it could be useful:

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  • Families should do what you want. Can you make a smaller example, so we can see what you might be doing wrong?

    Sorry, I used a large example to cover all the possibilities.

    Containers do not work with families. However, you can manually link objects together using a common variable value for instance (like linking the detectors with the sprite UID). You will need to explicitely pick objects though.

    Yeah, I read that was the case. So, should I give each badguy a variable, put the detectors in each badguy's container, assign a variable to all the detectors and badguys, and pick each of them and give them the nearest UID?

    Or should I just duplicate code?

  • Currently, Baddy is hard-coded in because if I try to use the badguy family instead, none of the enemies individually work by themselves, everything is triggered as one object and I can't put their detectors on the family, so none of the enemies have their own detctors. Will I have to just keep copying and pasting this code for every different enemy?

  • Grandfather? For me it is Klik&Play, I used it so much back in mid 90s something. It is same company as the Fusion now and you can see similarity still.

    And as for drag&drop game maker, it is too limiting in my humble opinion and would just make cookie cutter games. Again, in my opinion. Of course if you are going to make pretty graphics and have basic game idea that is same as existing then it will work.

    But if you have novel idea (of new game style/engine) it will be very limiting quickly.

    Me too, I used klik n play when it was demo disc'd back in 94/95, I carried on with them thru click and create, the games factory and mmf1. I think fusion 3 will be something entirely new and satisfying.

  • I would say kliknplay to fusion 2.5 is the grandfather of construct2, and the paternal dad of construct classic.

  • Yea it works great, I threw the tile references into an array and rotated through it, I'll post an example later.

  • All we need now is Half Life 3

    Half Life 1 is just too new for me, I lost interest in modern gaming after Quake 1, maybe Quake 2.

  • R0J0hound Just before I do this myself, would this actually change every instance with a new image or does it work on a per instance basis?

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Zebbi

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