dop2000's Forum Posts

  • isn't that basically a varible or boolean check?

    No, IsVulnerableToAttack is meant to be a custom condition that can include dozens of checks analyzing various enemy and attack properties. For example, an enemy might be vulnerable to a "fire" attack if it’s an "ice" type or has 0 armor, but also doesn’t have a magic shield, and isn’t in an "immortal" state.

    Putting all those complex checks in a separate block and then using a single Enemy IsVulnerableToAttack condition in your main logic would make the code much cleaner and easier to read.

  • Custom expressions would be great, but the feature I really miss is custom conditions.

    Imagine this condition, which evaluates each enemy instance and picks enemies which are vulnerable to a certain attack type:

    Enemy IsVulnerableToAttack ("fire"): Enemy enable red outline

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  • Why do you want to compare the name? You already know the name - it's Bake. It will be Bake for all instances of the object.

    There's no point in checking if the name is still Bake, because you can only change it in the editor.

    You can check the value of the variable, for example:

    Compare instance variable Bake > 15

  • Hi Tom

    We recently created a bundle with Biim Games, and there was no confirmation or even a notification. Not a big deal, but it'd be nice to get notified when someone adds my assets to a bundle. On the itch.io store I actually have to confirm that I agree to it.

    Our bundle ended up on the last page - page 14. So, basically zero visibility.

    New bundles should probably appear on the first page by default.

    Also, there's no way to sort the list - it really needs sorting options like newest/oldest, biggest discount, etc.

  • If you want to set the text to the instance variable (defined on the same object) - you don't need "for each" or "compare" conditions. A single action should work:

    text_bakery Set Text to self.Bake

    or

    text_bakery Set Text to text_bakery.Bake

  • The probability table JSON should be in a specific format. Try this:

    [[5, "Card1"], [3, "Card2"], [2, "Card3"], [1, "Card4"], [1, "Card5"]]
    

    Card1 has weight=5 and is more likely to be picked.

  • Hey everyone,

    Zuma was one of my favorite games back in the day, so I decided to make my own version in Construct 3 and turn it into a reusable template.

    Subscribe to Construct videos now

    I tried to keep the same unique feel and features: smooth curved paths, rolling ball chains, tunnels, powerups, and that classic "bouncy" chain reaction when matching groups of balls.

    You can play a few sample levels in the Arcade.

    If you want to make your own Zuma-style marble shooter, the full template is available on the Construct Store (and itch.io). It includes 4 playable demo levels, a path designer layout, and everything you need to start building:

    construct.net/en/game-assets/game-templates/rolling-marble-shooter-5223

    doptrix.itch.io/rolling-marble-shooter-template-for-construct-3

    Or buy the Marble Shooter Bundle made in collaboration with Biim Games and save 33%!

    The bundle includes the Rolling Marble Shooter Template + 2D Spheres Animation Asset + Customized Input Template.

    Tagged:

  • Do I understand correctly that when you load a saved game or return to a previous location, you re-evaluate all events for each barrier to decide whether to remove it or not?

    That seems way too complicated. I would just keep track of inactive barriers in a separate array or dictionary. When you need to remove one, call a function that marks it as “removed” in the dictionary and destroys it. When loading the game or location, destroy all barriers listed in the dictionary.

  • That's your browser setting:

    It will probably work differently when exported.

  • but let the user choose the filename/location

    Then you can use "Browser Invoke Download" action - it also displays the "Save as" dialogue. it's easier because you don't have to deal with the BinaryData

  • You need to post screenshots of your code or your project file.

    construct.net/en/forum/construct-3/how-do-i-8/best-help-tips-forum-139528

  • Try to avoid running the "find path" action on every tick - like on your first screenshot.

    when I tried to test it on a completely empty area and made the collision smaller, it still didn't work.

    Can you share that test project?

  • "On created" is triggered separately for every created instance - you definitely don't need a For Each loop there.

    I think in event 61 you have the wrong object in the condition - "Obj_Sh..." instead of Obj_Character_Swordsman

  • Does the Sine behavior change the object’s position? Maybe the object gets stuck in obstacles, and Sine nudges it out — that could explain why the Pathfinding behavior doesn’t work without Sine.

    I think you need to fix your pathfinding grid. See the official documentation:

    construct.net/en/make-games/manuals/construct-3/behavior-reference/pathfinding

  • Bugs should be reported here:

    github.com/Scirra/Construct-bugs/issues