HolidayExplanation's Forum Posts

  • Is it still possible to create a blog on construct.net? I know it was at one point, but now I can't seem to find anything that would allow that. Or was it bugged back then?

  • Thank you so much for taking the time for making such a detailed solution! They worked perfectly and are pretty neat =] Thanks again R0J0hound!

  • I believe Construct 3 doesn't have that feature. Can't you just use a Sprite instead of an ImagePoint?

    I know that's not the question, but it would work for most of the things.

    Basically you could Set position of Sprite to desired X and Y, then Pin the Sprite to the object it needs to be on. When you need to change the ImagePoint position, you Unpin the sprite, set position to round(random(.., ..) and Pin the Sprite to the object again.

  • I've been trying to fix these issues since yesterday so I would greatly appreciate any help.

    Project File: ufile.io/ml3lpg4g

    Inventory Bug

    (Two Right mouse Button clicked events run at he same time):

    When an item is taken from the Inventory and when you hover over an inventory slot, RMB on it should only drop one item into the Inventory Slot, but instead it drops 2 items at first into the Inventory Slot and then you can normally keep adding 1 item on RMB clicked (When the Mouse is over an Inventory Slot of course).

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    The problem here is the Second Right button Clicked Event runs as well, even though only the first one should run, so it adds one item and then immediately another. But after that you can continue adding one item at a time with RMB clicked.

    Crafting issue:

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    As you can see the crafting doesn't work, and that is because only the parent event runs and checks if 1 stone is on the Slot number 10. Even though that is true, its subevent doesn't run to check if 1 coal is in Slot number 11 to give a new item in output. How could this be approached?

  • Yes it is, you even have project examples in Construct under templates when starting a new project. It runs via peer-to-peer technology, so you can also run an online game over your own server or one player in the game becomes the host and the game runs over him.

    There's a great tutorial by Ashley as well: scirra.com/tutorials/892/multiplayer-tutorial-1-concepts

    Hope that helps

  • Yes I understand it now, took me thirty minutes to figure it out. Not sure why I couldn't see it after the explanation, my mind was a bit blind there as I had changing an event in mind instead of adding another. I can't thank you enough for this plinkie! Can't describe you how much you helped me right now after hours of blindness to the issues! =]

  • The first bug fix works, but I still just can't make the second one work. I'm confused :/

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  • The Inventory needs to be opened first with F. When it's open you can start using the inventory.

  • I'm not that good with arrays, but I've been trying to fix this for hours now and I'm stuck. Any help would be greatly appreciated.

    I made a video showing the bugs found here:

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    Bug 1: When the inventory sprite is visible, left clicking on an Inventory Slot removes the item and item amount from the array, and then it puts the item amount into Player.HandAmount and creates a new GroundItem instance, pins it the to mouse and it's frame is set from the Inventory Slot. Then when clicking on an inv slot while you have something in your hand it switches the items and values, but something is wrong with the amount displays in Hand and Inv. Slot.

    Bug 2: When items are switched, and then switched again, RMB anywhere packs it back into the inventory. But, when you switch it normally and then RMB, it just adds the dropped amount into the other inventory slot.

    download project: ufile.io/6gnj2

  • You can set the maze walls as solid and use Pathfinding. For example: On start of layout -> Tank find path to Player.X, Player.Y

    Tank On path found -> Move along path

    And then just add a line of sight to the tank, and when it has line of sight to the Player, rotate turret to Player.X, Player.Y by 10 pixels or so every 0.2 seconds.

    I recommend you look into the Construct example game for this, found when making a new project.

  • As questioned above.

  • Oh that was stupid. Am so bad at seeing the obvious. Thank you blackhornet and newt

  • What does work then? I don't understand what you mean.

  • You mean like putting the image points into variables before and then on creation using those variables for the ImagePoints?

    Edit: Finished the tree generator where leaf chunks generate across it and it had the same problem. Except they spawned around the origin of the tree... So I've redone it without System->Repeat and the bug was gone. But the branches still have the problem :/ I'm so confused

  • Did try that before, without success; Would basically create the branch at 0,0, then changing animation and frame and then setting position to the ImagePoint.