SwatHound's Recent Forum Activity

  • Thank you for your help Colludium, that really clears some things up for me.

    But now I have another question. - Where do I input the OR condition?

    do I type it in as a string? Is it somewhere under the system conditions? I tried typing it in in the "Value" box,

    I wondered if it was an event such as "else" ? - Ah wait, did you mean an "OR block"?

    Ahh I see I understand clearly now.

    For everyone else looking for it - https://www.scirra.com/manual/75/how-events-work

    Thank you very much Colludium, wish I could +1 you or something.

  • Is it possible to have the system "If this variable is EVER ALTERED in any way, update the text that states how much is truly in here"

    Instead of me manually telling the system minus 10, or plus 8, every time something occurs that changes the variable....

    Is there a way to possible have the system be perhaps something of a watch dog?

    For now every time I do something that altars the value I make sure I also tell the system "hey by the way THIS is the true value".

    Just didn't know if I was working hard when I could be working smart.

    I think this might have something to do with "I should probably use a function" is what I'm guessing.

  • I'm using an event - in this event, I have [System - pick sprite where sprite.X DOES NOT EQUAL int(1-5) Would int(1-5), is this actually 1 minus 5? or is this pick 1 through 5? What I WANTED to accomplish was, I wanted the system to pick every sprite that DID NOT HAVE these specific values. Is this possible? For example, if the sprite.HP is NOT 1,2,3,4,5, I would like the system to select those sprites. I read the manual on the math expressions but I think I would understand it better if I had someone really dumb it down for me. Thanks for the help.

  • I'm not sure if this is correct, I'm more trying to give you some sort of idea before an actual professional comes to help you but...

    I think, do you have variables for your character? like "climbing" or some sort of state that controls/tells the game "the player is currently climbing" ?

    Perhaps check if right after he is "done climbing" play the animation of his arms supporting him up.

    Maybe place uhm... imagepoints on your ladders at the required places - and when your sprite collides with them have the animation play out?

    Maybe when the sprite collides with the top of the ladder, set a thing to prepare him for "Getting up" and make the getting up animation play before you can fully move your character?

    I hope I helped, sorry its pretty scatter brained. Here let me fix it a bit...

    Try placing an image point near the top of the ladder, when your player is overlapping it, have the animation play of him getting up.

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  • Would this be of any help to you?

  • Thank you guys for replying, I think its working, but to be honest I don't know why.

    I think I just had to make sure I had both local variables and global variables set in place.

    I think I just got ahead of myself before I actually set up the variables. Thanks again guys.

  • If anyone could point me to a tutorial that does such a thing, I would be greatly appreciative.

    I understand how to move towards an object, but I don't understand what I would need to add as an action to tell said object to

    Face towards object, then face directly away from it and shuffle away.

    I have sprite - Set angle to sprite, but what expression allows me to face AWAY from it?

    "I think I need to use Pick Nth instance on if overlapping, but how do I write sprite.x, sprite.y, - sprite,x, sprite.y if they are the same sprite?

    is there something like (sprite.x, sprite.y)Nth 1 - (sprite.x, sprite.y)Nth 2 ?" <---- Still curious about this too.

  • Could someone point me in the right direction as how I would do this?

    I have a sprite, and this sprite has a variable (Level 1, 2, 3, etc)

    I want to set a global variable = The amount of sprites on screen multiplied by 10, and then altered again by the sprite's variable.

    I want level 1 = 10, 2 = 20, and so on.

    I used = sprite.Count*10*sprite.level but nothing seems to be changing after the 10, no matter what I input, so I'm going to assume I'm doing it wrong.

  • Heres what I have, I don't know how exactly I "rotate away from" an object.

    https://www.dropbox.com/s/2dzufnutmsiy5 ... .capx?dl=0

    I wonder how people shorten URLs in posts to simple words...

  • I want to spawn a few objects, lets say 3, on a certain location.

    I then want these objects to slowly give each other space between them.

    I tried using "if object is overlapping object, set object X to old.X, Object Y to old.Y, but this just made them never overlap and they just jut away.

    I understand I want to somehow make them move away at 1 pixel or so, and away from each other, I just don't understand how I would input this into an action.

    I can use "move at angle" , but I don't know what I would input to express "Away from overlapping object"

    I think I need to use Pick Nth instance on if overlapping, but how do I write sprite.x, sprite.y, - sprite,x, sprite.y if they are the same sprite?

    is there something like (sprite.x, sprite.y)Nth 1 - (sprite.x, sprite.y)Nth 2 ?

  • Ah, alright, thanks.

    I was worried I was going insane sifting through all of the events wondering why I could find one for every other behavior except destroy.

  • Is this possible?

    On start of layout, I want all objects outside of layout destroyed (Done by destroy outside of layout behavior)

    After that, I want them to no longer be destroyed outside of layout. (I have an object that connects to the mouse, so if the player reaches the outside of the layout it destroys the object)

    I think I should probably just have "on start of layout, destroy x,y,z, etc" But I was just curious if it was possible for events to disable/remove behaviors from entire families.

    Edit: I fixed the issue with the mouse object being destroyed by setting it bound to layout, so it's never destroyed by exiting. - Still wondering if the above is possible though!

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SwatHound

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