MessMess's Forum Posts

  • Is there a way to add a linebreak?

    Can't seem to find the simple code for this.

    It's not BBCode, but I find that newline works for me. This example below generates 3 lines of text.

    "Robots: " & Robots & newline & "Robots Destroyed: " & RobotsDestroyed & newline & "Robots Escaped: " & RobotsEscaped

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  • Bart Alluyn has lots of C3 lessons if you scroll down the list:

    https://www.youtube.com/@lessisgames8555/videos

    This looks great - especially his game "Runes of Aereal".

    I just subscribed and added the game to my wishlist.

  • In Spanish: youtube.com/@IxelGames

    I should have paid more attention in my high school Spanish class. :)

  • I've been working with C3 for a few months now and I love it!

    The online community here is awesome. But, what I really love are some of the amazing YouTube channels that are dedicated to Construct 3 content. I'm learning so much from them.

    My three favorites so far are (in no particular order):

    - Game Design with Reilly: youtube.com/@gamedesignwithreilly

    - Xanderwood Game Dev: youtube.com/@XanderwoodGameDev

    - Shane Lee: youtube.com/@Shane-Lee

    If anyone has any other recommendations, I would love to check them out.

  • Here's a way to do it. The meat of it is to take a line and divide a polygon into two. Then you can utilize a mesh distort to apply a polygon to a sprite. The more complex part was to eliminate bad edge cases.

    When you right click on the sprite it divides it in two then divides one of the halves in two as well. There are probably other strategies to break things up.

    https://www.dropbox.com/scl/fi/ufj7xvqguta7lcbmo7ia2/mesh_slice3.c3p?rlkey=jf1lzb7p2v1n80lhw7en2lvsg&st=wmpje5zg&dl=1

    This was really cool! Fun to play with and look at your code.

  • Does construct 3 take standard BBCode?

    I wasn't aware of that.

    Thanks

    I'm pretty new to Construct 3, but I've been learning fast.

    I played with BBCode in my text today and it was easy to use and worked great.

    Here is a link to the manual with all the BBCode it recognizes: construct.net/en/make-games/manuals/construct-3/plugin-reference/text

    Best of luck with it.

  • I just played with BBCode for the first time.

    What a great feature, easy to use, and make text pop a little more.

  • I tried your game and I think you're off to a good start.

    I like the "vine" mechanic.

    I was surprised when I "died" on the second level and had to go all the way back to the start.

    I hope you keep working on it. Best of luck with it.

  • > Just one curious question: When you first spawn "RobotsHealth" there is a toggle option for "Create hierarchy". I didn't click it, because I see you didn't click it, but what does it do?

    You can prepare the entire hierarchy (in the editor), say, a robot + two arms + two legs + head + health text. Then in runtime when you create this robot and tick "create hierarchy", it will be created with all those parts!

    That is very cool!

    I've only been working in C3 for a few months now, I'm having a great time and constantly learning new tricks.

  • Two simple and easy methods:

    METHOD 1:

    METHOD 2:

    Which of the two methods to use? Any of them. A matter of taste, I guess.

    You are amazing!

    Thanks for giving me options - I tried them both.

    I hadn't used hierarchies before and that seemed like the more elegant solution, so I settled on that one and it works perfectly!

    Just one curious question: When you first spawn "RobotsHealth" there is a toggle option for "Create hierarchy". I didn't click it, because I see you didn't click it, but what does it do?

  • I have a tower defense game where you are trying to stop robots. There are different robot enemy/object types and they are al contained in a Family called "Robots".

    When I spawn an object from Robots, I also:

    - Spawn a text object called "RobotsHealth"

    - Pin "RobotsHealth" to Robots

    - Set Text of "RobotsHealth" to the current health of that robot.

    So, far so good, this works perfectly (the starting health values move with the robots).

    However, when bullets hit "Robots", I want to update the value of "RobotsHealth" and I have this code:

    - Bullet1 On collision with "Robots" -> RobotsHealth | Set text to Robots.Health

    But this is changing the value for EVERY instance of "RobotsHealth".

    How do I change just the value for instance of "RobotsHealth" that is pinned to the "Robots" that was hit?

  • That's not bad either! You just need to remove the Else and bring the second event out of a sub event on its own. With the two separate events I think you should see it working.

    Thanks for that suggestion, it tightened the code and works perfectly.

  • ObjectTypeName is an expression. You need to use a condition like "System Compare Two Values" to check it:

    Compare Two Values Family.ObjectTypeName="SpriteName"

    Make sure to pick the family instance first.

    That didi it! Thank you so much!

  • Links?

  • Not sure if this is the best solution, but I created an Instance Variable for the family "Icons"and filled it with the Tower Name for each Icon. Then I was able to reference that Instance Variable in the condition.

    It works, it just feels like an unnecessary trick, and I can't figure out a better way to do it.