lionz's Forum Posts

  • The intensive CPU usage is because you're updating the text object every tick I guess. You should avoid doing this where possible. The logic itself seems fine.

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  • A variable with condition should work....if object clicked, and condition 'variable = this' then do a thing, otherwise don't do a thing. So you have on object A clicked (var=false), create object B and set object A var=true. Now it locks out object A from being clicked.

  • The save file using this method is in some permanent web storage that you don't really need to access. You're saving and loading to a slot and don't need to see it. You can access save data if using the localstorage though.

  • Ah I didn't see this. A good trick to see if your save logic is being read by the game is to put some other event there like 'destroy a thing' so you know it's being seen. More than likely that the logic is fine in this instance though and perhaps the event sheet has not been included or does not relate to the main menu layout.

  • You can put it any event sheet, as long as it's being seen by the game, so 'included' in the main event sheet assigned to the layout.

  • No problem, good luck!

  • It's the system condition, pick a random instance, then pick the spawner. Then add another condition spawner.variable=false.

    This picks a random spawner where the variable is false. It will ignore all spawners where the variable is true (already has a spawned object). When you spawn the object, then set the variable=true, it will use the same picked spawner and adjust the variable to say it is now in use.

  • Yes it gets tricky when you are trying detect which imagepoints are used but without using an overlap. You could literally set an instance var for each imagepoint I suppose and when it has been picked, then it is set to used. Then you would need checks such as 4 is picked, is 4=used, pick another imagepoint if 4=used.

    Regarding the overlap checks, yes it will destroy both as you need to pick one of the objects in the collision. You can use a comparision nth instance in overlap checks. When an object overlaps an object, pick nth instance 0 is one of the objects, pick nth instance 1 is the other object. This is how you can differentiate between the two overlapping objects and destroy only the new one.

    To use actual spawn points rather than a single object with imagepoints, you set the spawn points up with variable. Pick a random spawnpoint where the instance var is not set, then spawn the object.

  • As mentioned, this just looks like it is setting to an idle animation when you hit the wall because the player 'is not moving', therefore it will look like the animation is skipping.

  • This doesn't really sound like a bug, more of a logic problem in the event sheet for the animations. Do you mean the built-in 8-direction or are you referring to a third-party plugin of some kind? You just need to find a way of splitting out the animations, probably have when key is down/key is not down, rather than when player is not moving.

  • To move to cross hair on screen such as an RTS it is better to use the pathfinding behaviour, the object in question probably having 8-direction behaviour as well. When you click, mouse.x,mouse.y becomes the destination for the object to move to. On click, object find path to mouse.x, mouse.y.

  • I don't think you would really need pathfinding for this, it would be more a case of give the enemy platform behaviour and have it run in one direction. When it hits the end of platforms, have a trigger that forces it to jump. When it hits a ladder, have a trigger that forces it to stop running in the current direction, climb the ladder, then at the top of the ladder have another trigger that sets it off running again.

  • When I was making my rogue-like logic where it would generate a level, I did this by simply detecting if there is an overlap, destroy it, try and spawn it again. Another way might be to use your image-points as an object, give it a variable 'isUsed', set this to true when it is picked, then in the initial spawn logic make sure you pick an image-point that is 'isUsed=false'.

  • All I can say is WTF is going on here 4=6? argh, what are you trying to do? I remember you posted something about how to add runways that had been found and I suggested pushing them to an array, but what exactly are you doing with them? My suggestion was to add runways that are selectable to an array so you can choose randomly between the selectable options, if it no longer becomes available for selection because it is full or something, you can delete it from the array. Can you explain exactly what you want to happen, maybe an array isn't the way but at the moment it is not clear at all about how your game works, the intention of the runway system and what occurs when they become unavailable.