brushfe's Recent Forum Activity

  • There may be something weird with using a wait in a for each loop. Even though it has a trigger once condition, I think that loop will run the trigger each tick, and tell each Dino to wait each tick.

  • If they're placed in layout, you could try keeping track of the zombies/items NOT to spawn.

    For example, whenever a zombie is destroyed, add the zombie UID to an array. When the player enters a room, at the start of the layout, loop through the array and destroy any zombies with UID on that list. The same can be done with items.

    There's probably a more efficient way to do this (like creating one array per layout), but the general idea here is to keep track of just what's been destroyed.

  • How are you spawning the zombies and items? Depending on how you spawn them, there are different solutions.

  • Thanks for your help! I think that workaround should fix it.

    I guess I still don't understand why tilesets use the top-left corner of the grid, but otherwise, construct uses the center of the tile?

  • When I use SnapX/Y to align these two objects, the one with Tile Movement behaviour aligns to the top-left corner of the tile, while the object without Tile Movement aligns to the bottom-right corner.

    I'm trying to click on a tile, and set the sprite without Tile Movement behaviour to that tile's top-left corner.

    (And the origin points for both sprites are in the top-left corner).

    Hopefully I'm making a simple error! I've attached a sample project below. Thanks to anyone who can help!

    drive.google.com/file/d/1iEKJgXDJx_acmstiNzglxWC7WYHyMmSs/view

  • You have an event in your screenshot that sets the bullet to travel left whenever the player is mirrored.

    So whenever you turn your player, the bullet will turn.

    I think that code should only run when the bullet is created, as a sub-event of the user pressing Space. Right now now it's running every tick, which will change the bullets direction anytime the player is mirrored.

  • Oh I see, so any group name with a variable would be returned?

    Is it possible to have a little tickbox at the top to show/hide ambiguous results?

    In a large project like this, where the Find option is most useful, I'm sifting through all the false positives for the useful results.

  • DiegoM Cool! Thanks for the sneak preview!

  • When I right-click a group "Input Stage OLD" and select "Find all references", I get some strange results:

    It's returning some groups with the word "input" (but not all of them), and random groups about AI. The list is longer than the screenshot.

    I know that there's an "Ambiguous results" clause in the manual about find, but these seem way out there. Is there a way I can name things, to remove such random results from the list?

    (I thought this might be because of a variable plus the word Input, but the AI ones don't back that up.)

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  • To get back to the first discussion, as Grimmy was saying, is there any chance of an icon, colour, or shorter way of indicating global/overridden layers?

    The word "overridden" is longer than most of my layer names, and makes the layer list unnecessarily tough to read at a glance.

    The problem is particularly pronounced when working/traveling on a smaller laptop screen.

  • Any thoughts on this?

  • Hey, this is great reference (for any project)! Thanks so much!

    The bit about Metroid explains a new approach—the camera has a velocity, and it catches up to the player—and I'm eager to try it.

    I really appreciate your help!

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brushfe

Member since 21 Jul, 2013

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