TheSynan's Recent Forum Activity

  • add event, choose the forest sprite, look for "pick nearest/furthest"

    then for the action, find the path.

    This actually isn't working. I found that I can pick nearest/furthest with the path finding object but then I need to tell it where to set the path once it's picked the nearest and during this phase I can't tell it to go to the "picked" object.

    Can you upload a CAPX?

  • add event, choose the forest sprite, look for "pick nearest/furthest"

    then for the action, find the path.

    Sometimes I assume the goal is so unobtainable I end up overthinking how to get there. Thank you, let me try it later today and I'll get back to you!

  • Lets say I have some villagers spawning from a boat and I want them to find a path to the furthest forest to gather wood and then find a path to the nearest plot to build.

    How would I have them pick nearest or furthest before setting a path?

    This could also be used when fighting things trying to attack the village. I would like to limit the villagers to attach the nearest enemy.

    Any thoughts?

    Thank you!

  • Simple question, maybe not simple answer.

    I want to set up an autosave system for my mobile game in the event the user accidentally exits before they mean to or at the very least when they exit it saves their current data without needing to click a "save" button.

    Upon returning to the game from a cold start I would also like the game to check for saved data and allow the user to "continue" if they wish.

    Is this easily done? I have a hard time exporting and testing on my Android device so I'm trying to cut down the work time be asking here instead.

    Thank you!

  • > You just need to make it smoother using anglelerp and add some conditions (these of course will depend on your level design), check this out:

    >

    > [attachment=0:3fgzayoi][/attachment:3fgzayoi]

    >

    I love you.

    I knew i'd seen a simple way to transition the perspective this way but I couldn't remember where I'd stuck the file. Thank you so much.

    This has given me an awesome starting point.

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  • You just need to make it smoother using anglelerp and add some conditions (these of course will depend on your level design), check this out:

    [attachment=0:33c1y9f4][/attachment:33c1y9f4]

    I love you.

  • I am not sure what you're getting at, but did you try simply rotating the layer to the angle of the character (having all object that needs to be rotated on this layer, or rotate multiple layers)?

    I think you're on to something. I've attached a CAPX to show what I'm after, I know that sometimes I can't get my idea across that well but the idea is to be able to transition from a floor to a wall to a ceiling.. more or less.

  • I saw a simple explanation of this a while ago and I can't find it now. basically, I wanted to create a simple sprite that would set the players current gravity and camera angle to the angle of the sprite itself if overlapped. It's meant to be a single event type system, not fooling with physics or complicated custom movements.

    Example: player walks on the default solid object and then hits a curved path upwards, at this point I would have a simple invisible sprite that sets the new angles and as they continue to move along the curve I would have more and more sprites setting the new angles until they reached the new flat surface.

    hope that helps, thank you!

  • I saw a thread a while back and I got to thinking that being able to draw a line or link sprites together to connect points should be easy.. Just not easy enough for me to figure out. Does anyone know how to do this?

    I've included a link to a creative guide, I just don't know how to translate it to C2.

    http://drilian.com/2009/02/25/lightning-bolts/

  • I saw a thread a while back and I got to thinking that being able to draw a line or link sprites together to connect points should be easy.. Just not easy enough for me to figure out. Does anyone know how to do this?

    I've included a link to a creative guide, I just don't know how to translate it to C2.

    http://drilian.com/2009/02/25/lightning-bolts/

  • you need two variabled: current health + Max health

    width = (Current Health / Max Health) * Max Size of Bar

    For example, if you have 30 HP left out of 50 and the bar has a max width of 150 pixels, the bar will be 90 pixels wide.

    hope this helps you

    EDIT: Sorry, was a mistake in my previous formula.

    I tried this method and it doesn't seem to work. I end up with the current health variable dividing itself by the max width or "max health" veritable and only a sliver of the bar appears.

  • One of my projects has multiple variables I'd like to display as bars that shrink/grow based on the variable changes.

    The issue I keep running in to is when I set the bar width = to the variable number I end up with different sized bars. The different variables are ranged from 100 to 13000 and the larger number produces a bar that goes off the screen.

    I wanted to know if anyone has a simple way to shrink the bar width based on % instead of a number value, What i mean is; instead of showing 80/100 I would rather like to show 80%/100% so the bar that happens to be 30 pixels long will shrink percentage wise rather than grow to 100 pixels and then start to shrink.

    Please let me know if you need clarification, It's a bit late and I know I start to get goofy after midnight haha.

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TheSynan

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