newt's Forum Posts

  • You can also make it less jaggy by interpolating the random data over time, lerp works nice.

  • You can't draw to the canvas, but there are third party plugs that you can draw in.

    Keep in mind they don't do collisions, and some don't do webgl.

  • Its about picking.

    Oddly enough you can add a variable to the family, and change that family instances variable and pick using that.

    +units variable "selected" = 1

    -+player has los to enemy, do fo

    ->else do other fo

  • But they are in the same family, and the behavior is of the family.

    Its just like if you used units has los to enemy, it won't work there either since the enemy is in the units family.

    I see why you want to use it that way, but I don't think he will, or can make it work.

  • Lots of events isn't an issue... as long as those events don't bog down the system.

    One thing to think about is that the more events you have the harder debugging will be.

    I find functions to be quite annoying as they can be stuck anywhere, and....

    Yeah its kinda like that.

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  • Its working as expected.

    You would need to either use the family in the condition, rather than the object, or add the behavior to the objects to do what you are expecting.

    Otherwise you are just asking if it has los to itself.

  • Sure, just tell Sony you want to play html5 games with webgl, from an open marketplace.

  • You could do it with sprites set to width 1, height to window width - random(n), and the xy to x +1, y to window width.

    Where the hotspot is set to the bottom of the sprite.

    Thats a lot of objects.

    Thats a lot of objects to move.

    Thats a lot of objects to do collisions on.

  • It can't find a path to a solid, it can only find a path to an empty cell.

    The closest empty cell is within the square.

    https://dl.dropboxusercontent.com/u/109 ... reen_3.jpg

    Your solution is to find the closest empty cell that is not blocked off.

    There are several ways to do that, but the simplest relies on the fact that you know the cells within the square can't be reached.

    Which is essentially what you did when you filled the square.

  • Its the behavior.

    You want a grid type response, but its not a grid type movement.

    On top of that you're asking it to find a path to a solid, rather than an empty cell.

    Also, changing the tilemap at the same time is probably going to mess things up as well.

  • It would be best to provide a simplified capx that shows what you are doing.

    As is there isn't enough information, and we can only guess.

  • Why not use Booleans?

    on key x pressed, and variable run = false, then attack

  • We have no idea what you call an ide, then again we have no idea what you need more control of either.

    Best suggestion would be to download the free version, and do some tutorials.

  • Not bad, the sound from Andrew was a little scratchy at times.

    Overall its nice to hear about other users experiences. The do's n don'ts, as well as successes and failures.

    I think it should be most helpful to users that are just starting out, but even veteran users can gain some insight as to what to expect for something like publishing as an example.