usbtypec's Forum Posts

  • Check out the First Person Platformer example in the Example browser in the engine. It has the events you need to aim the camera like an FPS game.

  • That's the only event you need. Level * 50 will take the player level and do the math for you, you don't need to copy-paste the event. That's all you need. Note that the "Subtract X from Experience" must come before adding 1 to level for this to work properly.

    Unless what you mean is the xp needed rises in a non-linear method, in which case your best bet is Level ^ 2 (or 1.5 for a less steep curve). The ^ just makes it an exponential, meaning it isn't linear but also means a very steep curve after some time.

  • To make an infinite system, you would just need a formula to calculate the xp needed, such as Level*50 (so 50 for lv1, 100 for lv2, etc) And then change the code to this:

    (Note in this example the formula is Level * 50)

    If Experience >= Level * 50:

    Subtract Level * 50 from Experience

    Add 1 to Level

  • You probably already have if you are making a multiplayer game, but have you checked the 4-part multiplayer tutorial by Ashley? That may help a bit.

    I don't think there are a huge amount of multiplayer devs though, given that it is a very hard thing to accomplish. Your best bet is probably one of the more experienced Construct 3 users such as dop2000, lionz, etc.

  • So i was messing around and found out that the Meta Quest 2 can actually run Construct since it has a built-in browser. I haven't tested its capabilities yet, and while it is incredibly unreasonable, it apparently works, since the controller pointers are the same as a mouse.

    Again this is really not practical but it is functional I guess.

  • Yeah it took me a while to find out about Invert, too

    What it does is check if the condition is NOT true. So for example, an Inverted "Sprite is overlapping Enemy" would trigger whenever Player is NOT overlapping Enemy. This is also how you check if a boolean is set to false, since usually "Check if boolean set" only checks if it is true.

  • I think the problem is that "Is Timer Running" can never trigger, since that is what activates the timer in the first place. Try inverting it (Right click then choose Invert or press I on the condition)

  • It works! Thanks for such a quick response btw

  • So I have a weighted button in my game that requires a minimum of X creatures overlapping it to press it. It works mostly as expected, but when I have multiple instances of the button, as long as at least one is overlapping it it checks all instances (So if button A is overlapping 2 creatures and button B is overlapping 1 creature, both buttons count it as overlapping 3)

    How do I fix this?

    Here is a screenshot (Ignore the disabled events, that was a different method I tried with the same results) Note that the animation frames being set to 1 or 0 just means pressed or not pressed, respectively.

  • Oh yeah I forgot about containers.

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  • I don't know if this would be 100% working, but you could try

    FLASHLIGHT > Is Pinned (Inverted to make Is Not Pinned) & Overlapping ENEMY > Pin FLASHLIGHT to ENEMY.

    Since it is only picking the instance it is touching, this should work, UNLESS one flashlight is overlapping multiple enemies.

  • So I'm making a small natural-selection sim and need to make offspring inherit variables values from parents.

    However, I have no clue how to do it. The biggest obstacle is instance selecting, since the way (I hope) the inheritance goes is that for each stat (speed, sight, etc) it would pick one of the parent to inherit that from (so if one parent has a speed of 150 and the other 170, the offspring has a 50/50 chance for 170, repeat for other stats). However, how would I pick between parent A, parent B, and the offspring?

    Or would it be easier to convert it to a sort of mitosis, where the parent just duplicates?

    Thanks in advance.

    Tagged:

  • Check out the Ceiling Trap example in the Example Browser, it may help.

  • So I am making a game similar to Angry Birds, and I have a text object that shows how much damage was done/score gained whenever a damaging collision happens. However, since there are so many collisions, a huge amount of the text objects appear. So I was wondering if there was a way to check if two damagetext objects are close to each other, destroy one and add the number it had to the other (as in if a 50 and 200 are close, destroy one and make the other 250). This would help clear the clutter.

    How would I do this? Thanks in advance for help.

  • Nevermind! It's fixed.