trueicecold's Recent Forum Activity

  • You could give all vehicles the car behavior, but leave them disabled.

    Then, upon overlapping a vehicle and pressing a key to drive it, enable the behavior for this vehicle only.

    Make you you disable the behavior for the previous car, or otherwise you'll end up in a nice car dance

  • tunepunk, yeah, I meant top level

    99Instances2Go, that's cool, already albeit awkward. Question is: can I ABSOLUTELY count on it that it will be 1? I COULD check < 2, so if by any chance it's a 0....

  • Thanks, both of you, bummer I have to create another event at the top instead of its appropriate logic place

  • I have 6 fruits on screen, and a platform player.

    When collisioning with a fruit, I destroy it, and checking to see if the Count is 0. However, I never reach Fruits.count = 0 sub-event when it's nested under the "on collision" trigger. When I put the Fruits.Count = 0 outside (every tick), this works just fine.

    Doesn't work (actually the Text value in the trigger is one behind. If I had 6 and destroyed one, it will still show 6):

    Works:

    Any ideas? Is this expected?

  • I guess you could go the other way around - create an animation of the ship shooting with alternating barrels, then check the current frame. If frame is 5 (for example) spawn a bullet from the left barrel. If it's on frame 11 - spawn from the right barrel.

  • Thank you all, I kinda get it now

    Wish there was some kind of signaling mechanism to C2, but I guess the current model isn't too bad, seeing the explanations

  • You need to create a state machine... it's pretty easy and will allow conditional flow for stages of any process.

    Give your object an instance variable called "state" or somethung similar... then compare it's value for each stage of your machine.

    State =0

    --- do something

    Something is done

    --- set state to 1

    State=1

    --- do next thing

    Next thing is done

    --- set state to 2

    Etc etc

    ~Sol

    Well, it's basically what I wrote in example 1, only using states instead of actual check of the value/condition.

    I was hoping for a way of nesting it logically....

    Even if there was a way of inserting an "on every tick" event under a condition, that would be great, so I can nest them logically, although their execution order was the same as nesting the checks on the top most hierarchy...

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  • I know this is a vague question, but let me try and explain with a few examples:

    I want a sprite to rotate 180 degrees over 1.5 seconds, and when it's done, double its size over 2 seconds, and when it's done, fade out to 0 opacity, and explode when done.

    looks like I need some kind of a timeline, which doesn't exist ni C2, as far a I know...

    I know I can use groups to make it LOOK better, but is there any way of creating dependencies of events in C2?

    so instead of (very rough pseudo code):

    Sprite - Rotate 180*dt
    If Sprite.Angle == 180
        Sprite - Set size * 2 * dt (just some psuedo code)
    If Sprite.Size = Sprite.size * 2
        Sprite - Set opacity to 0 * dt
    If Sprite.opacity == 0
        Spawn particle
    [/code:28apaqo7]
    
    it would be:
    
    [code:28apaqo7]
    Sprite - Rotate 180*dt
        On Done
             Sprite - Set size * 2 * dt (just some psuedo code)
             On Done
                  Sprite - Set opacity to 0 * dt
                      On Done
                           Spawn particle
    [/code:28apaqo7]
    
    Thanks!
  • > Im curious what one would consider to be a successful C2 game?

    >

    Successful, any indie game to me, would mean you can be a game dev and pay the bills.

    People all dream big though, and it's good to have those aspirations. Myself, I just want to remain a game dev and take care of my family doing what I love. That's a dream come true in this world.

    I can't predict whether that will remain the case in the next years, but for now, it's going okay.

    Couldn't have said it better myself! (although I wouldn't mind a few millions )

  • Can you please elaborate? you simply create a new nwjs pointing to localhost:50000 as its entry point?

  • Thanks , looks like it's working quite well, although i have tested everything

  • I was thinking about pressing play, and the work area is replaced by a built in browser. or in a different pane so that you can preview and work at the same time.

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trueicecold

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