oosyrag's Recent Forum Activity

  • edit:edit: Oh, one more thing, how do I get boss behavior to run only once, when the player reaches the boss. Trigger once event?

    Trigger once is one option.

    A second would be to call a function with the behavior desired as an action when you change states.

    Trigger one would be good if you wanted it to happen again if the boss ever left that state and return.

    A function would be good if you wanted to call it in other situations/triggers on demand as well.

  • Are you able to reach a simple html file on your server via the domain name?

    Are extensions properly configured on Apache?

    Is your firewall/routing open? On you server and router.

    Can you reach it from another device on the local network, like a phone on WiFi?

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  • I've seen other people post about this on other areas of the forum but no one seems to ever get an answer

    I have no ideas unfortunately. Maybe best to ask on the recording software's forums instead.

  • Usually best not to lose too sleep over "best" or "most efficient" methods, unless you run into specific performance issues. Which is rare, considering the computing power available today.

    I would always recommend a method that is easy to understand and makes sense based on your own logic rather than an arcane optimized method that you don't completely understand.

  • On your top level event, only the block that has been collided with is picked, so actions will not affect other instances of the block.

    Have your actions for the collided block at the top level event, and then for your sub event, you'll need to add in a pick all blocks condition, and an inverted "is active" condition (is NOT active).

    If you use the self expression, you won't need a For Each condition.

    https://www.dropbox.com/s/efg4fxlq7wwd1 ... .capx?dl=0

  • First thing that comes to mind is have a global variable set for x/y coordinates. Upon selecting/picking up an object, set this variable to the object's x/y. Then have your gamepad input increment/decrement the variables, and set the object to the variable x/y every tick.

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  • For specific types of game logic, your best bet is google. For example, poker hand evaluation (not a simple algorithm!): https://www.google.com/webhp?sourceid=c ... tion+logic

    There are so many types of games that there is no one source/book/tutorial for all types of programming logic. However, it has almost all been done before, so wikipedia and google are your friends - you just need to know what to look for.

    Basically while you can work through complex logic yourself, it most likely has been done and documented already. There are also usually many many different ways of doing the same thing - here is a classic example https://en.wikipedia.org/wiki/Sorting_algorithm.

  • Assuming you have a maxhp or monsterlevel GLOBAL variable for each monster (you don't want an instance variable, because that gets lost when the instance is destroyed). It starts at 0.

    Trigger Monster on Death - Increase monsterlevel by one

    On monster created - Set hp to 100*(2^monsterlevel)

    Or

    Trigger Monster on Death - Set maxhp to maxhp*2

    On monster created - Set hp to maxhp

  • In the sprite editor, the right side is 0 degrees, or "forward", not the top.

  • angle() is an expression that gives you the angle between two points, in this case from the sprite to your mouse.

    So every tick, set angle to angle(sprite.x,sprite.y,mouse.x,mouse.y)

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oosyrag

Member since 20 Feb, 2013

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