Toya Aponesto's Forum Posts

  • Hmm, well I'm using the RTS behavior. I need this because I have a part in my game where objects will spawn or get teleported on 1 square floor tiled background object and from that, they would move around and scatter and once they're not stepping on that square floor anymore, the become solid.

  • I can't seem to find a way for a solid object to become non solid using an event. Is there a way for objects having a "solid" attribute to become "not solid" if a requirement is met? Like a variable or something.

    Like if FloorA is overlapped, ObjectA becomes not solid. Something like that. Is that possible?

  • I seem to get an "no 'rts' behavior found" error.

    The code in which I see is the source of this error is this kind:

    NPC.MovAngle Equal to 180

    --> Set NPC angle to 180

    Wherein "NPC" is a family name and not a specific object name. I'm trying to use family names so that I would not need to make each code for each object inside the same family.

    In English, it would be "If an object inside the family "NPC" is moving at 180 degrees, change that object's animation angle to 180 degrees."

    Is Construct unable to do this at this time?

  • Could someone teach me how to make a fake editbox? And another thing, is there another way of inputting text besides the editbox?

  • How would I make a simple transition that makes the screen fade to black for a few while and then fades in again within a layout?

    I would be using this in a way to remove objects in front of the player without him saying "WTF?! objects suddenly dissappeared like bugs bunny!". So what I would like to do is fade the screen to black for a while and in that time duration, the game would destroy some objects, then fade in again, and so on. HEYLP! Whats up doc?

  • I have an edit box see, and I can't get it to be below an object that I made as a cursor in my game. I tried putting it to the lowest layer and poof, nothing happens. HEYYLLPPA!

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  • Yeah, I know VB could do it just fine. But I wanna take advantage of the "graphical" thingies construct can do that VB can't. I'd like to make a simple Database System that looks more like those HI TECH systems we see on movies.

    Basically, it would look more like a game, not a program, but... it really is a program.

  • At Construct's current version, is it possible to create a simple DataBase Program? DB Program as in just storing/adding entries or values like err Employee names, numbers, age, etc, together with an image? I have not taken a look at any Construct Application wiki, I would like to read first hand what you guys think.

  • Hmm I'll try that I guess. Thanks.

  • Well its nothing special. The main question is how to let the 2 objects evade each other but still go to their designated destination.

    Like:

    [WayPointA] [ObjectB] -----------> (X_X) <------------------[ObjectA] [WayPointB]

    Here, two of those objects will bump to each other and will.... unendingly bump to each other cuz both of them is blocking one another.

  • So like objectA would be going to waypointA and objectB would be going to waypointB. The problem is that they will be bumping each other because waypoint A and B are in a straight line. So how would I make it that both objects would like evade each other in some way that they wont literally bump into each other?

  • So its still a candidate for a new stable build? Does that mean I still can't use it to its current full potential or something?

    By the way, I don't know if its a real issue, but I have been experiencing a "an argument was" error or was that "an invalid argument was" error. Well don't know what argument it was but thats all it was saying in the error box which led to the unexpected closing of Construct.

  • Yeah I guess, but I'm just asking opinions cuz I might do something unresourceful again. So yeah.

    About the rts behavior, I'm still using it.

    Like if an object needs to go to waypoint C, it needs to go to waypoint A and B first.

    Ex.

    If waypointA is overlapped, then go to waypointB

    If waypointB is overlapped, then go to waypointC.

    This would give them a little accuracy on where to go. Cuz if I just let go directly to waypointC, it might go on a different route everytime it needs to go there.

  • Hmm I'm a bit confused though. I was thinking, would it be an alternative if I make invisible dots in a layout and name them with something like "pointA". and use those dots rather than waypoints?

  • Can't seem to get this to work. I'm trying to make an object go to a certain spot on the map but first it goes to several other parts. I tried:

    If [condition],then go to waypointA

    -->on arrived at a waypoint, then go to waypointB

    --->on arrived at a waypoint, then go to waypointC

    etc.

    But what happens is that it seems to circle around waypointA only which means, it not going pass the other 2 sub events.