Radkampfwagen's Forum Posts

  • Please anyone can help?

  • Hi,

    I'm having a couple of problems with Construct 2 Multiplayer.

    I've listed my whole Event Sheets here :

    1)The Host can only see himself, but the Peer can see the Host and Peers.

    2)The controls for my game are simple:

    2 blank sprites on HUD each covering half the window, if player clicks right HUD sprite - player jumps to the right – same with the left one (but jumps to the left and is mirrored).

    That all works well but :

    While peer is playing, if player moves mouse to left HUD sprite(not clicking), both – Host and Peer – are mirrored, and so if then moved back to right HUD sprite both are unmirrored, however if it is clicked only peer moves.

    And when Peer clicks Space (fires a fireball) both – Host and Peer – fire, also if Host clicks space the fireball is only visible to Host.

    I'll be happy if you could help,

    Radkampfwagen

  • Is there a bug where the layout for projects arent loading?

    for all the projects that i OPEN including examples I can just see blank space in the layout, however the eventsheets are correct

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  • You had this in?

    so you should use OnstartOfLayout and you must have wait for prev actions to be complete i think-im not too sure

  • Could you share a screenshot or copy your code text?

  • You ask how to compare variable for object instances?

    well if object is sprite:

    + System: Sprite.Variable1 = 10

    and for the for each :

    + System: For each Sprite

    + System: Sprite.Variable1 = 10

    -> (no actions)

    if this is what you meant

    • Post link icon

    OK man show me the link.

  • Hey everyone,

    I’m making animated UI buttons for Construct 3 and will be posting them on the asset store soon. Each comes with default, hover, shiny gloss, and pressed states.

    If you find GIF too blurry:

    drive.google.com/file/d/1WLq3GH3TUJnvjBFjErYbiM3LIgTs58cD/view

    💠 Pricing (my own buttons):

    • 1 button: $7 / £6 / €7

    • 2 buttons: $10 / £8 / €9

    • 3 buttons: $15 / £12 / €14

    • 5 buttons: $20 / £16 / €19

    💠 Already have your own button graphics?

    I can animate them for you! Just send me your button design, and I’ll add hover / gloss / pressed animations for:

    • $5 / £4 / €5 per button

    So just contact me.

    I am ashamed to admit I used ChatGPT to make this forum.

    Regards,

    Radkampfwagen

  • Ok I have just 2 questions:

    1)

    How do i make the turrets(the ones that have the dragndrop behaviour) like go to the closest free grid square.

    ok i mean like for it to sort of suck in, like when mouse released the turret will go to the closest available grid (available meaning that it cant land on some grid squares)

    2)

    seems like a simple question but:

    how do i make some turret have dragndrop enabled only when player has enough score (100)

    but i have different turret animations

    each animation has a different cost

    so how do i make turret.animation1 have dragndrop enabled when score is equal to or more than 100?

    thanks alot

    Radkampfwagen

  • Thanks so much, your method works perfectly.

    Thanks,

    Radkampfwagen

  • Hi,

    ok well i am using the grid 64*64 and i have run into a problem:

    i have an object that has the turret function and drag and drop.

    so i know that the image origin point is where the object rotates on , whilst using the turret behaviour

    and that if the image origin is in the middle the object sits right in the middle of the 4 surrounding squares

    - this however i don't want : i want the object to sit in the cell itself

    but like i said if i do that the object will rotate around the image origin so what do i do?

    this is the code i use to insure the object aligns with the grid:

    + Turret1: On DragDrop drop + Turret1: [X] Is overlapping UI + Turret1: Is overlapping Wall -> Turret1: Set position to (round(Turret1.X÷64)×64, round(Turret1.Y÷64)×64) -> Turret1: Set DragDrop Disabled

    also another question:

    I have 5 different turrets that fire 5 different bullets at 5 different enemies

    the enemies have different health

    the bullets have different damage

    so how do i code this?

    itll take a lot of (Bullet1 on collisions with Enemy1 - 1 from health) so thatll be 25 events

    so is there a much simpler way i am overlooking?

    thanks for your help in advance

    Radkampfwagen

  • did you update the version before its stopped working?

  • Anything got to do with the version youre using for Construct 3?

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  • Are your files larger than 100 MB?