winkr7's Forum Posts

  • As long as it is an option, can we make it so the word "function" can be set so just f or fct if we so desire. Its like begin and end in pascal, the c {} are so much better once you get used to it. I don't want to distract from the op, so just my 2 cents.

  • You can set the padding around the obstacles higher so that sharp edged obstacles are blunted when you move around them. Make the search squares smaller with big padding and you won't get sharp turns around sharp solids.

  • Make a bumper sprite that is as big as you want with a round collision (say 8 points in a circle) and make it invisible (or a see through color while debugging perhaps). Attach each enemy to a separate instance of this bumper sprite as a hierarchy. Make the bumper sprite a solid,

    Every tic turn all bumper sprites solid, have them all push out solid in an ordered manner, turn them off solid. The order matters so you don't get flicker as they push first one way and then another. I think the one that is pushing out can't be solid so all but one get turned solid in the loop.

    This kind of thing works for me.

    yours

    winkr7

  • Don't assume loading time is a problem unless you can measure it.

    The easiest way to associate different text with 20 frames is to write a function that given a number (frame) returns a string (text). Just run through 20 if statements and set the return to the string you want for that frame.

    yours

    winkr7

  • It looks to me like you need to reverse the order of the three text is statements. As it is now you put text 2 in and then test if it is text 2 so it puts text 3 in all at one time.

    yours

    winkr7

  • could you do this based on hexes rather than squares?

  • Great work. Is there a demo?

  • luke7eco;

    I mean the system condition for each (see documentation). I have never understood when to use it or not but sometimes it fixes my problems. I include part of the documentation below. I don't know if this will help, but it is what I would try.

    For Each is commonly mis-used or used redundantly - actions already apply for each instance picked by conditions, so it often is simply not needed. However, if you fully understand how the event system works, it can be used to force the event to apply once per instance where the event system would not normally do that.

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  • Did you try using a for each ball and then if on the InBox variable?

    Just an idea. You can print out line by line in the for each loop to

    get a better handle of what is going on.

  • Start with one kind of fish, one lake and one bait. Get that to work, on the way the rest will occur to you.

    yours

    winkr7

  • Try cloning the sprite and seeing if the clone works in all 4 images on all your layers. This is just my step by step debug approach for this kind of problem, not a solution. If your sprite clone is in multiple families take it out of each family one by one.

    yours

    winkr7

  • Good idea.

  • yes, objects on different layers collide.

  • If you are using hierarchy then persist works if the hierarchy is set in the initial setup but if you create objects and then assign hierarchy they fail.

    I don't think it is a bug, since it is not clear what hierarchy should do when some objects have persist and others don't.

  • Don't do it. Keep building C3.