winkr7's Forum Posts

  • My mistake, I thought your function had three parameters (I saw the variables).

    in a new block declare a variable, lrValue as a string variable.

    set lrValue=function.blockLeftright

    lrValue will now contain the string "left" or "right".

    yours

    winkr7

  • textvar=function.blockleftright(2,2,4)

    You assign a text variable to the function as above.

    yours

    winkr7

  • If you have a different set of layers on your layout from the asset layout where you set up your templates you can't recreate them exactly. The hierarchy doesn't load the children into layers it doesn't have in the asset layout.

    just a caution here.

    yours

    winkr7

  • Yes, the editor sometimes crashes when I do lots of mesh editing. It doesn't crash enough for me try to figure out why, and I save all the time. I also note that sometimes when I open two projects and transfer stuff around it crashes a while later, but once again, not often enough for me to try to figure out why.

    yours

    winkr7

  • I agree.

    yours

    winkr7

  • I don't completely understand what you are trying to do, but I can answer your title question--How do I reference a sprite.

    when you click the sprite put the uid in a variable (call it last_pick). You don't change that value until some other sprite from the group is picked at which point last_pick is the uid of that newly picked sprite. This distinquishes one of five otherwise identical sprites as the sprite last picked.

    How you store last_pick is a separate question, you could use a static variable, a global variable, a dictionary entry etc...

    yours

    winkr7

  • If it doesn't pick anything it doesn't go to the next line. If you put in an else you will go to the else branch for pick count =0.

    At least that has worked in the past for me.

    yours

    winkr7

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  • Years ago I bought GM1 for 400 dollars. They promptly came out with GM2 and put all the new stuff into that, rather than GM1. So I soured on non-subscription based software after that. That cost was for every platform, each platform for GM1 and GM2 was a separate fee.

    yours

    winkr7

  • if you want 4 different identities do it 4 times with different variable names.

    first:

    create blueSprite

    varFirst=bluesprite.uid

    create blueSprite

    varSecond=bluesprite.uid

    create blueSprite

    varThird=blusprite.uid

    create blueSpite

    varForth=blueSprite.uid

    later on I want the second blueSprite because it does something I want (maybe I set its color to pink).

    pick blueSprite by UID varSecond

    yours

    winkr7

  • If you create a sprite called blueSprite, you can load its UID into variable whoAmI with

    whoAmI=blueSprite.uid.

    If you want to use that specific sprite again later you can get it with

    pick blueSprite by UID whoAmI.

    I hope this helps.

    yours

    winkr7

  • Curse of the Azure bonds was one of my favorites. Your work looks very good--keep us posted.

    yours

    winkr7

  • The obstacle maps are based off of square size and buffer size. If you have a unique square size (32x32) vs (30x30) or buffer size (-2 vs -1) for example they will record into a separate maps. Giving the map a different name doesn't make it different.

    yours

    winkr7

  • I laud your efforts in releasing a full template. You should probably put this on the arcade here at scirra with the downloadable code. It might be easier to find. You also might consider writing a tutorial to go with it, since that is sure be found.

    yours

    winkr7

  • I would start on a top-down game, with an up direction. Everything is flat--ie you can't get behind the trees. Once you have a simple one working, put in a few more complex things. If you are new I would start simple and gradually work up.

    Some isometric games are really just flat with 2.5 D graphics and a fixed up direction. There are ways to sort in in the z direction by laying tiles down in y order--you can learn about that later. There are also ways to make blocking terrain partly see through. But to start just do a simple top down game.

    yours

    winkr7

  • If you mean fog by view distance you change the parameters of exponential fog in 3d view of the layer.

    yours

    winkr7