DozeMaster's Recent Forum Activity

  • you are using a top down view... so you have to alter the Z index... which you have to adjust manually by events there is no behavior that accepts top down view jumps... as far as i know.

    here is a example ZJump you can take the code and implement it in your game. and should work... now for the "fall trough gaps" you do the same thing... but it will be a bit difficult as you will have to either have another object that counts as "the empty fall area" or calculate offset overlap to trigger the "fall"

    keep an eye on that example file in that drive, il work on it later il try add the "fall" also.

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  • I'm on construct 2 !

    waypoints or QARP calculation you need to move into an arc of sorts... and u need 3 points of calculation

    AX,AY ,BX,BY, CX,CY by time

    BXBY would be your middle point between start of movement and end ... time would be how fast he should travel that amount of distance

    A would be your starting point and you guessed it C final position.

    here is a AI example using waypoints designed on the screen before.

    and here is how QARP for arc movements and others similar works drag the points to alter the "road wavy pattern"

    you can also calculate the distance pre-hand visually, and add points of positions in ARRAY or json file and when the POLE end area is hit... set the character position toward those positions by using move forward at angle.

    for example

    [0,0= x 300][0,1= Y 300][1,0= x 400][1,1= Y 350][2,0= x 600][2,1= Y 400]
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  • 1 So I created a simple game where the player can shoot a laser that locks on to the targets and destroys them after a certain time. However whenever I recast my laser after I destroyed all the targets, it keeps locking on to (0,0), even though nothing is there. I of course thought about putting another condition using 'AND' conditions so that the laser only fires when targets exist, but that wasn't possible because there was already an 'OR' condition there. Please help.

    2 Also I have another question: How do you distinguish each object? So originally I thought of casting the lasers to only the targets within a certain distance from the player, but I didn't know how to let the game distinguish the targets that are within the distance, so if I set the action to destroy the targets, it will literally destroy every target in the whole game. There definitely must be a possible way but I can't figure it out... please help.

    on the #1 question, the turet is reseting to 0,0 cause your code has no default value to target if has no target in sight, you need to do something like if enemy.count <=0 set target to self.x,self.y or something like that or aim it at the center of screen set target to X originalwindowwidth/2 Y originalwindowheight/2 that is dead center of the screen.

    on the #2 you need to use for each enemy loop.

  • Thanks i just had to add waitxloopindex

    Thanks

    wait*loopindex, might not be the best approach if im not mistaken... i hope i am.. all the bellow conditions will wait *loopindex not just the actions in the loop you created.

    this was a known "issue" or mechanical thing since construct classic, i don't think it changed.

    how are other conditions under the loop firing?

    i would do a object.variable, and set it to 1 by loopindex for each object and use the wait time trigger behavior.

    and then on a separated condition trigger

    if object.variable =1 set timer to 1 second

    subevent

    if object.timer = true

    ibject.opacity<100 set opacity to self.opacity+10

    then another condition control on a new line

    if object.opacity>100 set variable to = 0

    this approach avoids having to delay the rest of the event sheet code bellow your wait*loopindex ... again maybe that changed... but i remember that was a big issue, especially when you have animation parts or collisions needing to happen instant.

    Reason for that being you are telling the "system" to wait not the object.

    i would do you a example of my code above, but since google drive doesn't wanna directly connect to my construct .. im lazy to manually upload it.

  • dont think is a way around, but if you plan to use a familly and have the same behavior used on the individual members just add it to the familly directly, and eliminate the individual behavior on members of familly...

    this way you can say "familly.behavior" do something but you can also say "sprite1.behavior" do something... if you want to use each member individual with that behavior.

    sadly as the user above i never used tween... so im not really into the "know" on why it doesn't allow u to add 2 behaviors... for other behaviors the behaviors is just renamed to behaviorname2 or something like that... maybe tween doesnt have that feature yet implemented... might in a beta version or something...

  • Thank you very much.

    But it doesn't work with sprites ...

    Edited: just tested it out, works on sprites also on my side.. just add physics behavior ...

    make sure you use collision polygon on physics behavior ... right bellow of immovable checkbox. it works perfectly here... in the latest stable version.

  • just add physics to it? it works on tiledbackgrounds on my side.

    make sure you use collision polygon in the physics boundry

  • I'm sorry, but I don't think what you are saying is correct.

    In any event actions and sub-events are executed from top to bottom. Functions are no different. They don't add any "wait 0" to the execution order. (unless you are using asynchronous functions and specifically wait for them to complete)

    And any conditions are evaluated only once, except when in loops.

    yes you seem to be correct, i just tested my "understanding" doing what i was saying, the functions do call up correctly even if in 1st function call i change 2 conditions to not fire the functions in the list ... weird i can swear what i was saying was happening ... but it seems is as you said, when we actually wait for them specifically to complete, or in loops. sorry for dragging it out to much, this was actually really refreshing, i understood something new on functions hehe ...

  • The only possible scenario when the first function could stop the other two from running is if it deactivated the group with those two functions.

    hehe, you just answered it yourself... what is a group? (just a toggle value 1 or 0/checkbox)

    what is a conditional logic locked not equal to zero? or equal to false? same thing... so if in the 1st function call those 2 conditions change before the 2nd or 3rd function call fires up... they will not fire.

    Edited: this is based on the function method of action... if you remember in Construct in order to have events/action act like function calls we have to do a wait 0 so next set of actions wait for above to complete then fire up ... but in functions... that wait 0 happens by default.. this will cause the other 2 functions to have time to re-evaluate the conditions that fired them in 1st place. (this is main reason i don't use functions... )

  • I may have misunderstood you, but if you are talking about the screenshot in the first post, there is no way the first function can disable the remaining two. All conditions are evaluated first, and if they are all true, then all actions will be executed. So all 3 functions will run one after another, without any pauses. Even if one of the functions changes the variables used in conditions, it won't matter, because they have already been evaluated.

    Hi Doop, you understood me correctly, i was thinking the 1st function call can disable some conditional logic parameter before the 2nd function or 3rd fires up, i know it shouldn't happen as you said, since that execution was already evaluated, but strangely enough in C2 this would be a regular thing that happened. and i was thinking that issue would've passed on to C3 as well... since nobody knew what would be the cause at that point... this sounded to me as a good reason .. hi hi ! ^_^

  • I mean, it would be very strange for the bullet to hit the center of the enemy while the cannon is clearly aiming for the top left sooooo...

    I mean both (;

    ehm move the origin point of the target? or make the image container frame larger, and have the image be smaller inside? not sure why hitting the center is a issue, all games are doing the same thing. but i guess ... imagepoint reposition will fix it.

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DozeMaster

Member since 30 Jun, 2014

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