TiredSundew5639's Forum Posts

  • it works now (a side from a few tweaks), Thank you so much and I hope you have a great day!

  • ok I will give it a shot, and the reason why I didn't share the project is that I am having difficulties sharing it, probably since this is a school computer and I have tried a lot of things to try to share it like sharing it via google drive (which said that I can only share it with people in my school), I tried dragging and dropping, copying and pasting, and other things.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • you can also find an example of raytracing and line of sight combination here:

    https://youtu.be/TOjp6SPSz7o

    maybe that can help?

    Sadly I can't access the video since I am on a school computer

  • Try out this sample project. It uses a simplistic form of raytracing. That means, it draws a line (casts a ray) from the arrow to the wall. To see the ray, just disable the Ray Destroy action.

    https://drive.google.com/file/d/1Aj8mMS1FvkMsbzUVTBarXNBRPpXNYWgV/view?usp=sharing

    Ok I just tried it and put it into my project with some minor modifications (like the mouse thing since I don't need that since the arrow I have is orbiting the soul until I press z) and it doesn't work exactly as expected since the walls I have are actually four different sprites in one family, so instead of the ray just going straight at all times, it just goes off course and goes to the nearest wall, as opposed to where it is pointing.

    this is the code that I got so far for the arrow

    and this is what the ray and burrow entrance do when I press z, it just goes down to the nearest wall instead of going straight at all times

  • Basically for the adaptation soul, I want it to be like a portal gun, though I'll work on the whole portal part of it later. For now I am trying to make it so that once the arrow stops, it makes the burrow entrance go directly to the closest wall and rotate itself based on which wall it is on. The biggest problem is how to tell the system if the arrow is "pointing" at something or not. Basically I made it so that the arrow orbits around the soul and when I press z it makes the arrow stop, what I am having trouble with is making it so that when the arrow stops, it makes the burrow entrance stick to the wall it is pointing at and at that specific point the arrow is pointing

    In the image I gave the arrow the turret behavior because I was seeing if it could maybe see the wall and know what area to put it in, I know I am probably not making sense but I don't know how to describe it. If you want I could try to share my project so you have a better idea about the code but I am having difficulties trying to make a copy of the project and put it on the post

    This is what happens so far, so it does go on the wall but not the one I want, I want it so the burrow goes to the wall that the arrow is pointing at, the problem is I don't know how to tell the system when the arrow is "pointing" at something and I don't know if I should use the line of sight behavior or not

  • To make it easier in the future, can you guys also tell me how to copy and paste the project onto here? I have tried many things like copying the URL, opening the file and try to copy and paste it in here, open the file and drag it in here (which said that it automatically blocks downloads from this sight and even when I turn it off, it still won't let me do so, probably because I am on a school computer), and I have tried to do what Ashley told us to do on the "how to get help" post, but again since I am on a school computer I can only share the project on google drive to my school.

  • Basically I made it so that the arrow orbits around the soul and when I press z it makes the arrow stop, what I am having trouble with is making it so that when the arrow stops, it makes the burrow entrance stick to the wall it is pointing at and at that specific point the arrow is pointing

    In the image I gave the arrow the turret behavior because I was seeing if it could maybe see the wall and know what area to put it in, I know I am probably not making sense but I don't know how to describe it. If you want I could try to share my project so you have a better idea about the code but I am having difficulties trying to make a copy of the project and put it on the post

    This is what happens so far, so it does go on the wall but not the one I want, I want it so the burrow goes to the wall that the arrow is pointing at, the problem is I don't know how to tell the system when the arrow is "pointing" at something

  • Basically for the adaptation soul, I want it to be like a portal gun, though I'll work on the whole portal part of it later. For now I am trying to make it so that once the arrow stops, it makes the burrow entrance go directly to the closest wall and rotate itself based on which wall it is on. The biggest problem is how to tell the system if the arrow is "pointing" at something or not.

    Thanks in advance!

    Also, I don't know how to share the project and I don't know if what I did worked or not, so if you can't access the file please tell me how to put the project on here.

    Snubs Fight (6).c3p

    Snubs Fight (6).c3p.zip

  • It works now, thanks!

  • Ok thanks, I will try it out and to avoid confusion in the future should I share a copy of my project?

    also in the code you wrote what is "s"?

  • Basically I got the item thing sorted out except for major thing, in order for me to get rid of the word (like "Pie") I use the replace expression to replace that word with spaces, and that works fine, IF there is only one version of the word, but for me a bunch of the items are the same in terms of names, so when I replace the item (like S.Piece since it has three of them in the item text) if gets rid of ALL of them, and I want it so that it gets rid of only one. The main problem is that I don't know if I should use replace expression but instead of just the source being Itemtext.text it is something else like array variables or something, but I can't figure it out. I also don't know how regex works and if it would fix it but that's why I am asking if anyone can help

    TLDR: the replace expression for my items in a certain text sprite gets rid of all instances of the word instead of just the one word at a time, and the only thing different from the words are where they are and their array value, but I can't seem to apply it to the expression

    this is how I replaced the items (note there's only one instance of the pie and I.Noodles and I did a bit more spacing for the pie so it wouldn't also get rid of "pie" in "S.Piece", but the ones that do have multiple things are the L.Hero, which has two, and the S.Piece, which has three)Note: I am not showing the code for things like the snow piece because I did not make it yet and the image is just an example of what the code is like

    Again, I know I am probably showing too much information, but I just don't know how else I should describe it and what information is helpful or throws people off.

  • It works now, thanks!

  • The first one was because I was testing it and I forgot to change it back

    and I think the reason why I did Item.text is because it didn't work otherwise, but I will try it your way

    I just tried it and so far it makes it so that I can't even heal anymore when I changed the index value from itemtext.text="pie" to one, though there might be a mistake in there so I will look again

  • Basically I figured out how to make it so that when you press z on certain coordinates, it heals you a certain amount, the problem is that I can't seem to figure out what value to set the array numbers and I am trying to make it so that when an item is used, it replaces the item with blanks. I got that part figured out but I don't know what values I need to set it so it will work, because if I just say to replace the text when it is at zero, it automatically gets rid of the text without me using the item, and when I try to make it so that when the item is used it sets the value to one, nothing happens and it doesn't replace the text, I know it sounds complicated but I don't know how to describe it. I also found that the array I am using is not the height and width I made it, though I don't know if that is affecting it or not.

    the array in this one are the numbers I want to change

    This is the image that shows what the item does

    and this one I can't figure out what value to set it at so that when the item is used, it replaces the text with blanks.

    this is the first set of items that are in the item text sprite and I have labeled which one is which number value on the Item1 instance variable

    this is the second set of items

    I know that I am making no sense, but I have no idea how to describe this, and for all of you who decide to help, thank you

  • Update: I have done some arrays and I must say that they work well! the only thing I have to do now is apply all of it to the other items and figure out how to make it so that once an item is used, it will delete certain text like "pie" if pie is used, maybe I could make a separate text sprite for just items and not the menu, I don't know, but hey I have gotten one massive pain in the butt out of the way, so again thank you!