facecrime's Recent Forum Activity

  • Hi everyone,

    I have a two column array that serves as my inventory of collected weapons and their ammo count. So one column holds the name strings and the second has the ammo value.

    Upon picking a weapon up i want to check if it is already in my inventory. If so i only want to add a fixed value to the ammo count.

    My issue now: i cant get the expression right to only pass the weapon name in, find its line in the array and count up the value in the column next to it.

  • If all you care for is capping your Acurrent variable just go:

    Set Acurrent to

    Bincome+Acurrent>Cmax?Cmax:Bincome+Acurrent

    If you really need Bincome changed upen exceeding that threshold

    set Bincome to

    Bincome+Acurrent>Cmax?Cmax-Acurrent:Bincome+Acurrent

    Then you can add Acurrent and Bincome

  • The short topic headline is underselling this, your game looks gorgeous!

    I'm not on android, so I'm going solely by the trailer but that looks top notch.

    Best of luck with this!

  • Great style, looking forward to this!

    Keep it up!

  • Yup, needed a For Each SpawnLocator_S_Rifle below to run all the actions

    could have guessed, I suppose ...

    thanks 99Instances2Go

  • Here's the image of the event

  • I'm seeing that each object type only appears once in the array but there are multiple instances of each type.

    So that points toward what you said, somewhat although I'm not sure I get it:

    To specifiy a little, I have triggers that look up their connected spawn points (SPs hold UID of connected trigger).

    The spawn points then spawn the actual enemy, the enemy registers to that array and the spawn point is destroyed.

    All in a single event:

    Event - On touch of trigger:

    Subevent - Pick SP by comparing SPvar to triggerUID

    Action - spawn enemy (of type of SP)

    Action - register enemy UID to array

    Action - destroy SP

    Trigger and array share a container so AFAIK no picking is required

    Now i see that I'm not specifically picking the instance of the enemy i just created, but should that be necessary, when it's the succeeding action within the same event anyway?

  • Hi everyone,

    I'm having object instances push their UID to an array upon spawning (muitiple within a single cycle). But I sem to be getting irregular results, with only two of the instances making it into the array.

    Any idea why that might happen, is there some limitation to the number of pushes or some overwriting issue when doing multiple pushes in a single cycle?

  • Addendum: Problem is, if I move them by mouse dragging, all the silightly offset/rotated objects will not snap into their original relative positions, but instead leave gaps to previsously adjacent objects.

    This could be avoided that by moving the selection numerically, is there a way?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi everyone,

    basic editor question: I want to move all the content of my map when I resize the map.

    I want it all to adhere to the grid, but some objects are off the grid due to rotation.

    So what i would like is to do a select-all and move the whole thing by a set number of units. Any way for that in C2?

    Alternativley, is there a way to control which side of the map is extended?

  • Sup with that? Thanks for your reply.

    So I'd set all sprites of the current enemy's height level to low cost and all others to high, right? An idea if that would be applicable per enemy instance, each having their own cost situation? Guessing thats probably all in the obstacle map too and hence not instanciatable either, no?

    Just thinking out loud, all it would take is a gap in walkable cells between two sprites of different height. A staircase sprite could bridge that gap. Is there a way to edit or manipulate the walkalble cells other than through solid objects?

  • Hi everyone,

    I'm wondering if anyone is aware of a way to fake height differences for a top down game? The catch is that the pathfinding behavior needs to be able to navigate it.

    So far I've been toying around with assigning a height variable to sprites and if my player would hold the same value in an internal variable the sprite would be permissive else it would be set to solid. Worked ok for only the player.

    Now if I applied it to enemies the pathfinding would need to be able to predict what sprites make you transit from one level to anothe, what order is required and all of that.

    Is anyone aware of good concepts for this topic?

facecrime's avatar

facecrime

Member since 25 Mar, 2014

None one is following facecrime yet!

Trophy Case

  • 10-Year Club
  • Email Verified

Progress

11/44
How to earn trophies