lionz's Forum Posts

  • Thanks for that, I'll take a look at Dictionaries.

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  • I think if you are not going to use rotation then yes it is best to do it manually with bullet spawning and set angle. Turret is a behaviour so it has its limitations and is there really for the player tracking and to act exactly like a turret.

  • The turret will only fire if the player is in the line of sight of the turret. If it isn't rotating to face the player then when you are in range you need to be directly in front of the direction it is facing. It should fire if you stand in its line of sight, you are a target for the turret and you are in range and it's set to spawn projectiles.

  • My guy > on collision with/is touching/is overlapping button (event) > do a thing (action)

  • Lots of ways to do this but for the most basic idea you can just use player on collision with object actions. I'm not sure exactly what you want, do you want the player to disappear? Play a death animation?

  • blackhornet haha cheers! I was trying to stop it using a condition, never used Stop Loop

  • Also feel free to suggest a completely different method if I am doing this entirely wrong.

  • Indie game made by one guy in UE4, similar to Final Fantasy XV, looks pretty sweet <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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  • I have this function setup to change a slot from one type to another :

    At the moment it picks all instances of slot0 that are "empty". How do I adjust the logic so that it picks only the first slot0 it finds in the ascending order?

    Thanks

  • I think I may have gone a bit overboard here I'm just going to add each item collected to the x axis and then run a for each check to see how many of each specific item exist in the array. Multiple axes even 2-dimensional is confusing.

  • Thanks for the info. My current method could be the most efficient I'm just looking for a shortcut of doing the following.

    X=0, y=0 : item added. Now I need to add all of the associated attributes for that item to 0,1 0,2 0,3 pushing all of them separately for that stored item. This is because I cannot push an object to the array (which could have defined instance variables).

    When I add a new item it will be pushed to x=1, y=0. Then all associated attributes for that item such as the amount of them in the inventory, the type etc will be stored under 1,1 1,2 1,3 etc.

    Yes this works kinda like a table storage for all of the items but just wondering if there was a way to simply add items on x=0 only and have access to its attributes elsewhere or stored in a better way.

  • I want to store an object in an array.

    Previously I was storing objects as text strings on Y=0 with the amount of the object on Y=1, so a Potion might appear as a text string on (0,0) of the array and the amount of potions would appear on (0,1) of the array.

    I'm wondering if there is a better way than this of storing an object with parameters because in the future I may add more, i.e. can I store an entire object 'Potion' in (0,0) of the array and access its parameters such as amount, type easily? If this is possible then what is the object type I am looking for? I noticed you cannot push an object to an array so there might be some other type I can use.

    Thanks

  • Yeah you can always store stats

  • Nobody's going to want to tap to shoot each individual bullet in such a fast paced genre, my wrist is aching just thinking about it.

  • Tilemap performance is great as long as you don't try and draw large images.