newamusement's Forum Posts

  • 11 posts
  • It may be easier to combine similar enemies into a single sprite. Say, all blue enemies into blueEnemy sprite, all red into redEnemy sprite. This way you can create a blueEnemy instance and then pick a random animation for it.

    Alternatively, you can create a random enemy using "Create by name" action. For example:

    Create object by name: choose("blueSkeleton", "blueZombie", "blueGoblin")

    Thanks for this tip! I realized families inherit to other families though so I just made a bunch of mini-families. So I have "Enemy" family, and then "Red" family with all red enemies in it, etc. Then instead of spawning from Enemy family I pick the specific group I want to spawn from.

    Definitely a little weird to get my head around coming from other workflows like Unity but it does get the job done.

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  • Guys I'm so dumb, I just didn't realize I need to add the object before the variable. Thanks for your help either way lmao

  • I have an instance variable. Then I have a local variable and/or global variable, it doesn't matter. I cannot access that instance variable from outside the instance. It doesn't appear here.

  • Sorry guys but neither of these work for me. Construct simply doesn't let you write from an instance variable to a global variable.

  • So we can't create sub-families, and I can't figure out how any kind of tagging system is supposed to work.

    I just have a family of enemies, and I want to be able to divide those into multiple tags (say, "blue" enemies and "red" enemies) and then spawn one of the tagged enemies randomly based on the given tag. But there is no basic tagging system on objects for some reason, and any instance variables have to be applied to the entire family to make tags appear for the pick by comparison event, but when you do that, it resets the instance variables to default any time something is spawned.

    I can't tell for the life of me how we are meant to do this.

  • probably try

    every tick Global_Var == Instance_Var

    No that doesn't help. I'm trying to do it the opposite way and set my global variable value to the value of an instance variable, but it seems like that's literally impossible. I can't even compare or add an instance variable to itself to try and get around this. I have no idea why instance variables are designed this way but they are infuriating to work with.

  • Whenever I try to set it through either the instance variable action or the global variable action, there's no pop-up to select my instance variable on one hand or my global variable on the other. What am I doing wrong?

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  • Turret should rotate and fire. There's probably a mistake in your code.

    Not sure what the mistake could be. I'm literally just adding the enemy type and then telling the turret to shoot, but maybe that's the problem and there's another step I'm missing?

  • Answer for anyone who ever has this problem in the future: for some insane reason, the turret doesn't fire while rotating. Set rotation speed to 99999999999 or whatever and it will keep firing constantly. Really bizarre behavior.

  • I have my turret on my player character, and it's just to set to shoot the nearest enemy. But then it just... doesn't?

    The turret will shoot at a normal rate for like three seconds, but then once several enemies are within range it just stops and starts firing completely randomly.

  • I put together a bunch of events and need to separate them into groups. As far as I can tell, this is impossible and I need to manually recreate every single one of them in a group again? What am I missing here?

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  • 11 posts