lionz's Forum Posts

  • Looks like the issue is caused by a combination of the high movement speed with the ridiculous acceleration/deceleration settings. I don't know enough about them to give an exact reason as to why it stops abruptly during pathfinding but if you set it to something more normal then it's fine.

  • I made a simple file and it's working well so better to share your file.

  • Set cell size to something lower than 25

  • I thought you were just doing find path to mouse.x,mouse.y and because you're clicking obstacles it doesn't quite get there. I'm not sure what relevance the black boxes have, you didn't mention those earlier? Let's see your event sheet.

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  • Some decent tips here about the development process when it comes to the gameplay and art split. I also thought the same about adding art early on to help imagine some new design ideas.

  • Hello, I saw that you didn't get any response on two of these posts and I think it's because the information is available to you when you go to their websites. If you go to the websites you can clearly see how to submit apps and go through their individual processes. If it is a question of export from Construct side, what trouble are you having?

  • 'On show ad success' triggers when they finish viewing it so I guess at the end of a reward ad? Not really tested it though.

  • Do you mean the js scripting? Post questions in here : construct.net/en/forum/construct-3/scripting-51

  • I can see it on 164.3 stable and 165 beta.

  • It's still there for me - system : for each(ordered)

  • That looks fine, although not sure why the short wait is required before setting the variable to 1? You could also use a timer instead of a wait.

  • Else is fine if you have only two outcomes. 'wait 0 seconds' is used if you have more complex logic. You can't use else if you have three possible outcomes because you will find yourself with the original problem.

  • You just need to 'wait for the next tick' because both action in the same tick. So before the set cameramode to X actions, you add 'system wait 0 seconds'.

  • Sounds like you have the right idea. I wouldn't say there was a tutorial for this except where the manual guides you through making a simple array. The best way would be to give each player an ID as mentioned and that ID relates to the row in the array, so player 1 is always x = 1 which is array.at(1,?) and then the Y is the values you mentioned. Because you know there are limited number of players you can setup the rows beforehand. You could even add data dynamically while they are choosing a class for example, if they are assigned player 1, as they select class the array.at(1,1) would update to reflect their class but that might not be entirely necessary. Then once you are in the level you use a for loop to run through each row and create each piece in turn with one event so create object name array.at(loopindex,0), class array.at(loopindex,1) and colour array.at(loopindex,2), that works for all players.

  • I don't see any logic that triggers on collision. Anyway your brain conditions run constantly, you need to make it a trigger once choice on collision.