dop2000's Forum Posts

  • If you can reproduce this bug, you really need to report it.

  • Like I said, other events may override the animation to "idle". You need to add a condition "not dragging" to them.

    Also, there is a mistake on your screenshot. You have:

    If NOT overlapping other turrets OR overlapping buildable area: set red animation

    you need:

    If overlapping other turrets OR NOT overlapping buildable area: set red animation

  • add an ID system to my spaceship-based game in which AI enemies on the same team can share things like their target's X and Y position, Leader's X and Y, etc.

    I don't understand your screenshots, but this is definitely possible.

    Add a bunch of instance variables to enemies, like TeamID, TargetX, TargetY etc. Pick the enemy instances belonging to one team, assign the values to them.

    I suggest adding Enemy sprite to a family and defining all variables on the family level. This will give your more flexibility further down the road. Say, you need to pick enemies from one team and check if they have line-of-sight to another team, you can do this:

    EnemyFamily team="A"
    EnemySprite team="B"
    EnemyFamily Have LOS to EnemySprite
    
  • Change your events 31-33 to this:

    Also, you need to add "Turret is NOT dragging" condition to other events, which are setting firing/idle animation.

  • If those events are populating some array/dictionary, you can check if it's empty.

  • In project properties set:

    First layout=Loader

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  • Run the project in debug mode (Shift+F4), check if JSON object contains the data. Also press F12 in preview and check for any error messages in Console tab.

    If this doesn't help, share your project file.

  • It was exciting to see the addition of "Set min/max framerate" action in the latest beta. I thought FPS cap could fix various performance issues, or solve the problem with physics engine producing inconsistent results at different framerates.

    Turned out I was wrong and this action has nothing to do with limiting FPS. I studied the Catch-up Time example, and I can see how it can be helpful in that particular scenario. But I can't think of any other usage cases. It can probably be used to increase the time scale of the game more accurately, but only if the device hardware is powerful enough.

    I believe the name is confusing. Perhaps it should be called something like "Limit delta-time" or "Lock delta-time".

  • Yeah, things like this happen often and I wish Construct would just allow us to open invalid projects. Or at least explain in human terms where the problem is and how to fix it.

    I especially love cryptic error messages like "cannot read properties AQ.tz of undefined W_S.ao at Yu.d_q"

  • No, you should use Timer behavior instead of "wait". You can pause and stop timers if needed.

  • Hi Tom,

    I believe you mentioned in some other topic that Construct will now notify us by email before charging for another year of subscription. But I can't find that post, did I imagine it? :)

    In any case, can you please add such notification? I really don't enjoy unexpected $150 charges.

  • I think it's the right trigger, but check the official example:

    editor.construct.net

  • Put three placeholder sprites and use "System pick random instance" to pick one of them at random. Then you can spawn the object at that placeholder sprite. Or keep the object hidden off-screen, and move it to placeholder position.

  • So is the third event from your screenshot not triggered at all? Or is it triggered, but the array is not updated?

  • You can use a sprite - first frame contains one heart, second frame contains two hearts etc. Set the sprite frame to the number of player's lives.

    Or you can use a TiledBackground with a single heart. Changing its width will change the number of hearts visible.