okarowarrior's Forum Posts

  • If you will know how i did this mechanic.... i tried 7 options, including 3D with Q3D plugin, but then tried absolutely weird solution, create circles outside the screen, create and pin temp objects on it, and then rotating circle to the mouse and projecting temp objects coordinates to the parts of the puzzle. And it showed a great result \</p>

    Thinking out of the box!

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    Thought something was wrong with the video until i've read it was the soundtrack only. You should put some static pic on it!

    Good work

  • I've liked it a lot. Mostly because I was surprised that something like that can be done with COnstruct.

    Liked the idea and the execution.

    On a side note, there's a bug when you press "online save" at the beginning and then close the window prompt asking you to log in. After that, you can't press either local or online save and you have to refresh the browser.

  • What's the deal with the dropbox links? Seems like 6-8 years ago Dropbox was the way to go... Wonder why didnt just use Google drive. Free 15gbs instead of the plebian 1gb dropbox provides.

    Also, commenting this thread to follow. I'm interested too in the reupload.

  • Welp. Thanks. I was using a quite old version without knowing it and had to update to open your projects.

    dropbox.com/s/lbewjvv6rekd2na/IsometricForest.capx

    I see that in line 4 you avoid having to waste a variable for sorting the Z order of the family with that "For each" event. I've used the "Sort Z order" action that demands to input a variable to use for checking. Nice!

    But why have you added an extra condition-empty event in Line 3 with a "Wait 0 secs" command?

    Looks like a weird workaround for something. I must know.

    dropbox.com/s/6num28c6nf9qhfb/ZOrderBuilding.capx

    Haha. Yes. That's the way I did it. But now I know you can do it without adding a variable, i'll go with the first method.

    Thanks again for taking the time to reply. And I hope you'll be here the next time I'm stuck.

    Btw, you've probably noticed by now, but my English is rubbish at times. Sorry for that.

  • When you are picking by UIDs in sub-events, you need to add "For each Buildings" loop to the parent "is overlapping" event. Otherwise your code will only work for the first building/player instance.

    I have two very simple demos for z-sorting, check them out:

    https://www.dropbox.com/s/lbewjvv6rekd2na/IsometricForest.capx?dl=0

    https://www.dropbox.com/s/6num28c6nf9qhfb/ZOrderBuilding.capx?dl=0

    Thank you very much, Dop2000.... Can you believe that the same happened as the other day?: I figured out what you just said 20 mins before I got the email with your answer. Really funny.

    https://imgur.com/a/5cQemtA[/img]

    Again, that it's great because it tells me I'm on the right track.

    It's also funny that the tutorials about families that are around in the site are AWFUL. With no bad intention I can say 2/3 tutorials I've read were wrote by people that didn't actually fully understand their craft.

    I'll download and check your demos shortly to see if there's more I can improve.

    Now it's lunch time.

    Cheers

  • Hi again. I'm still working on my multiplayer prototype.

    I've encountered many times the problem of having to pick for a specific object inside a family, only to find Construct had chosen all the objects inside of it.

    I could managed to workaround many of these cases, but now I'm stuck trying to order the Z positions of the players vs the scenery.

    What I ended up coding works only when 1 of the players collide with the buildings of the scenery. But as soon other players collide other buildings, the Z order starts to get messed up. And that clearly shows I'm not actually telling construct which are the right objects to be picked up of both families.

    I've butchered the project only to have the bare minimum for you to help me evaluate the issue.

    The line 84 (with the marker) is where I set the Z of the objects.

    drive.google.com/file/d/1GyagGxVTqJ8dW5F5s6MIuPeVmxbJ1FUo/view?usp=sharing

  • First of all, remove rex's Container plugin from your project, and WebStorage too. These are very old, long deprecated plugins.

    The problem is not with the containers, but with wrong usage of "Else" in event 39. "Else" doesn't mean "all other instances". It means that if previous event didn't pick any instances, only then the "else" block will be triggered.

    You need to remove "Else" and change the event to this:

    Hitbox is NOT B -> Shield set invisible

    (add "Hitbox is B" and then invert it)

    Thanks. I've managed to fix it a while after posting this (it was delayed because it needed moderator's approval because of the link attached).

    Still, I'm glad there's people around that cares enough to download a capx amd give a reply this quick and useful. Thanks

  • Hi.

    I'm in a trouble, here. I'm trying to make a prototype for an isometric 4+ player vs game. One of the mechanics is you can block incoming projectiles with a shield.

    The thing is, I tried a couple of methods and the one that sounds like it should suit it the most is using the container plugin so I can:

    1)Have just 1 object of the player's "hitboxs" (and multiple instances for each player)

    2)With the container, 1 "shield" object so I can link them to each Hitbox instance.

    This way I can really simplify the ammount of events for each player interaction and having centralized everything just with variables.

    It seems to work fine making each shield invisible/visible with each player's input, but the problem is that multiple inputs seem to interfere/bug the link between hitboxes and their correspondant shields:

    If more than one players shields, none of them can "stop" (the shield wont go invisible) until the last one releases its button.

    Capx

    https://drive.google.com/file/d/11YNYuNVw_va5j7Vk6wzMmj0WCVceX-dg/view?usp=sharing

  • For each set value to "Player"&loopindex+1

    I suggest you use a zero based system.

    Wow. Thanks. I'll give that a try!

    It's nice to have another tool on the shed.

  • Well. Actually, THIS is the simplest way I can imagine. But it seems kinda clumsy. Maybe is the way to go. But I would imagine there are more efficient ways to achieve what I meant since my knowledge in programming is almost non existent.

    https://imgur.com/a/oWvn5LR

    I had to uploead the pic on a server since the upload image seems bugged/ dont allow me to access the upload prompt... What's the matter with this forum's design anyways? :'(

  • Well. I can't seem to find the "Edit" post... Either it does not exist, or the forum has an horrible UI.

    Whatever, what I'd want to add is (below the image I provided) "PlayerNO" is the PlayerPin (sprite) variable created to store the player's UID, and "Player1/2/3/4" are the global variables that store said UIDs.

  • I have 4 instances of player indicator's sprites (p1, p2, p3, p4). Everyone is the same sprite, but different frame of the animation.

    I want to use "for each (ordered)" for assigning 4 different global values (Player1, Player2, Player3, Player4; each one stores the current player sprites's UID).

    But I can't simply make an event using "For each (ordered)" on the pin sprites because it will overrite the results if I place each global variables's value in the same event.

    (I know this example will obviously fail. But I want to show explicitly what i'm trying to achieve)

    Writing each Global variable with each player sprites's UID on the Player's pin sprite's variable is the simplest way I can imagine to assign each pin to the corresponding Players.

    Tagged:

  • I dont get how nobody ask for this but, is there anyway to implement this behavior into a grid? Because i try and try but it looks there's no easy way to snap the Sprite into a grid using this plugin. You should merge the movements with "rex's board movement"

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  • I think meant something like this? (i dont know why scirra hasnt its own uploader )

    mediafire.com/?8939mor17qhojgs

    At first i've made it with rex's steps. But then i realized you could do footprints with the simple 8-movement behavior.