jobel's Recent Forum Activity

  • I've been doing some testing, I was looking at globals and moved some around (organizing on the same sheet). When I went back to my save game in debug mode, the game loaded with the default value of the global I moved (which is not correct since the save state happened after that var should have been changed).

    Is this behavior normal?

  • This is a great video if anyone wants to learn more about lerp, curves and maths

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  • The main rough spot with the picking system is the top level event picking of newly created objects.

    right, there would have to be a special event similar to "Once While True" or something that would run if no objects were picked in an evaluation. But that would probably break something!

  • calminthenight oh that's interesting! I actually like that...

    dop2000 good to know, it's just feels very fake or like it exposed something that the engine never intended to do. Seems like if there was they would have made a special case Event for it. Like: 'None Picked' or 'Pick doesn't exist'

  • its just awkward looking...

    here I'm saying if there are no drone owned by the player's ship, then spawn one. There has to be a more logical way to do this.

    its somewhat offensive as a programmer to look at this!

  • I know this works...

    but I'm just wondering how to reverse the logic so that the event in which there are none then a set of actions happen - but not in an ELSE statement.

  • Having trouble figuring out how to pick objects based on a certain type, but then do something when there were none picked.

    This doesn't work.

  • lionz yes, that was the point of the thread. the doc doesn't really explain it like this... so now I need to set up separate events for "ray intersected" for each faction of objects.

    luckily I only have 1 weapon that uses ray casting. The laser sight beam uses raycasting but that is only for the player and for the turrets. So those will also need to be separated.

  • lionz

    Families are good for applying one thing to everything in the family to minimize redundant events but they're not good for doing the opposite and setting one family member with one option and another family member with another option

    I disagree with this. I do this all the time, I just check the objects "race" to figure out which faction it belongs to.

  • tarek2

    I guess it's for performance as it's easier to maintain just one list for all the instances than each instance having its own list but this is just speculation not sure if it's 100% accurate.

    this makes total sense.

    so what I really need to do is set up a different los behavior for each "faction".

    yes I would love to be able to individually set obstacles

  • lionz

    That's what a family is used for. You can use the individual object if you don't want to apply to many objects.

    right but when you have a bunch of different objects in a game that can shoot, and you setup all the different things you can shoot (13 different weapons and firing types) into families so you don't have to repeat events for each object type. This goes for a bunch of things I want my game objects to be able to do: collisions, become stunned, have health bars, muzzle flashes and many, many other things. But you still want them to be able to target each other as obstacles to stop a laser beam. Some will be friendly, some will not.

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  • I would also love to be able to see a list in the debugger to see what obstacles a particular object has attached to it. But I don't see a way to do that.

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jobel

Member since 27 Jul, 2013

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