blackhornet's Recent Forum Activity

  • I'm not following completely, but if you move the 'setTextByUID' call to after the 'Set i to i+1', it's closer. (Make your text box bigger so you can see the value.)

    You shouldn't be using hard coded UID numbers. They aren't guaranteed. It's better to have your own addressing scheme via an instance variable.

  • SetTextByUID.capx

    If you have different Text objects, you just put them in a Family and pick by the Family.

  • You may want to consider just using one sprite with four frames, instead of four separate sprites. Once you start doing more things, you'll probably end up using a Family anyway, to achieve the same thing, otherwise you are going to end up doing everything four times, for each separate sprite.

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  • Change 'Every tick' to 'On start of layout'.

  • Actually the Array object has Push and Pop commands, so it can simulate a queue. You can look at rexrainbow's Timeline plugin. I vaguely recall people using it for sound sequencing.

  • Happy to help.

  • Arima, California, Paradox

    v1.9 released.

    czar I had no problem with the Terminator font, or Cambria. Forward me any errors you can capture.

  • Kessler1_BHT.capx

    Just replace all the constants with instance variables and set them differently.

    Edit: fixed 360 wrap-around

    Kessler1_BHTb.capx

  • BoardGame_BHT_2.capx

    The main problem was that 'generating=0' (event 16) keeps setting GameState to 1. Make sure your state changes only fire once.

  • a) You haven't set up the HomeZone values on all of the objects. NodePatrols are 1, Enemy is -1, and NodeZone is 0. They need to match.

    b) You need to figure out your NodePatrol pattern. I made several assumptions. 1) that the Origin is in the middle, but you've moved some, (top-left) so the Enemy stops without overlapping, but the code that picks the next NodePatrol picks the non-overlapping items to pick next, which will include the top-left which it just arrived at. 2) (not in this code, but my previous sample) I was just picking the farthest node, but there where only two at the time.

    Once you figure out how to pick the next node, then you can code the steps appropriately.

    a) You haven't set up the HomeZone values on all of the objects. NodePatrols are 1, Enemy is -1, and NodeZone is 0. They need to match.

    b) You need to figure out your NodePatrol pattern. I made several assumptions. 1) that the Origin is in the middle, but you've moved some, (top-left) so the Enemy stops without overlapping, but the code that picks the next NodePatrol picks the non-overlapping items to pick next, which will include the top-left which it just arrived at. 2) (not in this code, but my previous sample) I was just picking the farthest node, but there where only two at the time.

    Once you figure out how to pick the next node, then you can code the steps appropriately.

    You can delete the browser object at any time. It's just logging for debugging.

  • Here's the easy one: You've got the wrong name. Should be "runjump" not "jumprun".

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blackhornet

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