lionz's Forum Posts

  • Where's the question?

  • Cannot see the image you mentioned but you can press S to create a sub event.

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  • Partners? Looks quirky

  • Without looking at the file I'm going to guess you've done for each row of the array if you find a 1 delete it, the problem with deleting a row is it moves the positions of the array so say you find a 1 at row 6 and delete it, the next row you would check would be row 7, this is now row 6 because it moved down, therefore it will seem to skip some 1s. If this isn't the problem then I can check the file later.

  • When the cables and relays have the data required, the order in a sequence and linked to a generator I don't see the issue. You remove a cable, you gather its order and linked generator, then every cable with the same generator ID after it is switched off. You don't need a function, you run these actions on cable removed by whatever method.

    You don't need to use functions here imo or any overlap checks. When you create a cable, you take its start point gen ID, this could be from a generator or relay, and on the destination point, you then create the cable and assign that gen ID to the destination whether it is a relay or machine. Also taking into account the number in the sequence since that matters as you have a mechanic where you can remove cables.

  • From my file remove the trigger once from the first few events

  • You would use the system save/load actions to do the actual saving and loading, but to determine if a save slot is in use you would use extra data like variables saved into local storage and depending on their value, the player has saved the game or is yet to use it. You can also save other data like the player name or score or number of collected items to display on the save slot screen.

  • Great, glad it's working!

  • Again you use the data that you made yourself, you have a route of numbered nodes. If you disconnect a cable then you set to inactive all cables that are in the same route (same gen ID) and have a higher number in the path.

  • Yes the simple solution you kind of began then went for overlap checks. It's all about data and the gen ID is all you need. If the gen is down, you find all cables that have the gen ID and they are inactive. They are linked with IDs for this purpose, no need for checking overlap of objects.

  • What does active=true/false mean specifically? The recalculate connections function has me confused, pretty sure there is no need for that one. If a cable is touching a machine then it is receiving power from generator cable.genID I guess that's enough no?

  • Nice I like that workaround too!

  • Interesting, maybe post it as a bug. As a workaround you could mimic the sine behaviour by adjusting the object's Y with 2 end points and see if there is a problem with the jump thru on its own.

  • Nothing worked for you except the pre-made file that uses the same logic? Okay good to know thank you for the update :)