phlp's Forum Posts

  • You should add it to line 12, the event that handles leveling up.

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  • Why not make it playable in the browser?

  • That fixed it. Thank you!

  • Each enemy will need an instance variable representing health. When the enemy is spawned, you set its instance variable according to the player's level. Or, if you are increasing the health of existing enemies, you can Add To that instance variable for all enemy instances (if no instance is specified, it should affect all instances).

  • https://drive.google.com/file/d/1G4m8o-W62H3CkTuCDL4n4EmNJm_38po7/view?usp=sharing

    I am trying to move one object (Box) along another (Mover), following the second object's direction. If there is more than one Mover, pointing in different directions, the event seems to mix up which one to follow.

    Is my event picking the instance incorrectly? How can I correct this?

  • Have you checked the example browser?

  • For the first method, you need to loop through all instances and set their instance variables to false before setting the current one's instance variable to true. You should use subevents, not separate events, so that things happen in the correct order.

    The second method should not use an instance variable at all, but a local variable. On clicking any CheckerPiece_Red, you should set a local variable (defined ahead of time) to that instance's UID or IID. This way you don't need to deselect any previous pieces, as there can only be one active piece.

  • You could set IsSelected to false for the remaining pieces, for example with a ForEach loop, or you could store the UID or IID to a variable instead.

  • What is "a lot"? Each 3D shape is, what, 12 triangles? 1000 objects would be 12000 triangles. I remember a time when that was a lot, a whole pizza cost a nickel and MTV played music. I don't think you're going to create enough cubes and prisms to cause any trouble.

    The sprite can certainly handle the ring around the player and you can even use it for the entire shadow shape, though I think it's less efficient for the hard lines, but it won't be able to account for other objects. Or am I not understanding; do you want other objects to obscure your line of sight?

  • Why wouldn't that work for your project? You could combine a few 3D edges and a sprite to get that exact shape in the screenshot.

    Also, have you played with the Shadow Light plugin?

  • You can use 3D shapes (to obstruct LOS) and blend modes in a clever way. Basically, anything that blocks line of sight needs to come up out of the ground to actually block the camera's LOS. You can see this clearly in games like Teleglitch.

  • Sounds interesting. Can you tell us more about the project? What do these objects look like? What should the fracture line look like? What happens to the fractured objects?

  • Thank you! Based on that, it looks like UglifyJS was cramming c3runtime.js into c3main.js. I tried exporting other projects, including the demo project Demonoire, and had the same problem with all of them. I exported without minifying and that worked.

  • That's the error I get when I try to upload my game (exported for Construct Arcade) to the arcade. What exactly is it looking for? Did I miss some important step?

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