mrtumbles's Recent Forum Activity

  • Oh good! It was written on the phone off the top of my head, so that's luck as much as anything

  • You would have to achieve this with two layers. The layer below would be the image, the layer above would be the grayscale layer. IIRC, you want to set the grayscale layer to not be transparent, give it the effect 'Grayscale Mask' (or you might have to use 'Adjust HSL Mask' and reduce saturation to -100), and set Force Own texture for that layer to 'yes'.

    When the user paints, have them create objects with the 'Destination Out' blend mode on your Grayscale layer.

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  • You could use System>Set time scale to (some high number) until time passed has reached your required amount?

  • Unfortunately not. You'll have to have multiple objects. If you want to make them all move as one, you can give them all the 'Pin' behaviour, and pin them to another object which will control their movement.

  • I can't see any action specifying which Turrets or which Laserbeams to affect in any of the last four actions - you need to tell your events which instances of each object to apply the actions to first.

    An easy way I can see to do this using the actions you've currently got is by adding a variable to your UpgradeMenu object, call it something like 'SelectedTurretUID'. In your action that creates the menu, set this variable to the UID of the clicked turret.

    In all subsequent actions you can then use the 'Pick by UID' condition to direct the code to the correct instance of the object

  • Go here:

    https://www.scirra.com/store/downloads

    And click "Download included asset bundle" under your download links for Construct 2 <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Functions are incredibly powerful. Not using them is like cooking with blunt knives - you'll probably get the job done, but you'll make a mess and frustrate yourself in the process. Take an afternoon one day to get your head around them.

    I have a capx I keep that's just full of Functions that replace common expressions that C2 is lacking - they're easy to move from one project to another (each project only needs the 'Function' object in it), and they usually serve to dramatically tidy up your event sheets.

    Essentially, any event you find you're having to write again and again in a slightly different format - or any odd calculation you find yourself frequently having to do that there's no shorthand for - thats where Functions come in. Anyway, good luck

  • One thing I tend to do with a larger project is the majority of game logic ends up in one sub-group, which can be switched on and off at a whim. I usually have to write a Function to switch it on and off which also handles things like timescale management and enabling/disabling certain animations or behaviours. Maybe this solution might work for you?

    It's worth bearing in mind that "every X seconds" events will still work when the timescale is 0 - so you can always add a 'fake tick' that only runs when paused by using a very low number there. Not sure how advisable this is with regards to frame-rate consistency or independence.

    [tld;dr: Don't know about subjective time but have workarounds for the same problem.
  • What cell border have you determined in the Pathfinding behaviour's properties? It is "-1" by default - I'm not sure what this actually means, but could be related to your issue. Post a screenie of your Pathfinding properties if you can, it might help

  • On start - check item exists

    On item exists - get item

    On get item - set variable to localstorage.itemvalue

  • The first action, on start - it needs separating.

    Essentially, everything from local storage is brought in 'blobs' - every time you retrieve anything, it has to check the blob, then fetch that blob first - which is two whole interactions, each of which take (a very small amount of) time. So when you use 'Check item exists' you have to use another action to call when the blob check has finished (otherwise it will try and do it in the same tick - which won't work, because the blob hasn't been... blobbed (?) yet).

    The action you need is 'On item exists [CurLocation]' - then use 'Get item [CurLocation]' action in that event. Then you need another event 'On get item [CurLocation]', in which you can FINALLY set the variable! Seems crazy I know.

  • Sure thing - using the object condition 'Pick by unique ID'

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mrtumbles

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