dop2000's Recent Forum Activity

  • For example, I have multiple Enemy instances, and I use a Timeline to move one of them. I want to identify/pick that particular Enemy instance.

    The Timeline Controller doesn't have any expressions or conditions for that. As far as I can tell, the scripting API doesn't expose it either.

    Is there a way to pick controlled instance(s) or get their UIDs?

  • You can surround it with invisible solid borders.

    Or clamp its position on every tick:

    Player set position to
    X: clamp(self.x, Floor.BBoxLeft, Floor.BBoxRight),
    Y: clamp(self.y, Floor.BBoxTop, Floor.BBoxBottom)
    
  • 1. You can write and read files with the File System plugin:

    construct.net/en/make-games/manuals/construct-3/plugin-reference/filesystem

    2. Steam Cloud simply syncs the files across devices, so you don't have to worry about it. You just need to tell Steam which folder you're saving them to.

  • Your question is too broad. I'd start with the Timer, MoveTo, and LineOfSight behaviors:

    Timer to schedule events (like performing the next attack).

    LineOfSight to find the next target within range.

    MoveTo to move to that target.

    The most difficult part will probably be the target selection logic. For example, you don't want every unit to attack the same enemy just because it's the closest one.

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  • How are you saving the data? If you're using System Save/Load, saved games are usually compatible between versions unless you make major changes to the game, start removing, renaming objects, etc.

    If you're saving to Local Storage or to a file, it's up to you to ensure compatibility between versions.

    For example, if you're loading an item from Local Storage that didn't exist in older versions, make sure to check whether the item exists first. If it doesn't, assign it a default value.

  • I suspect the problem is caused by picking by UID. If the event runs for multiple enemy instances, the "Pick instance with UID" condition won't work correctly. You could try fixing it by adding "For each Enemies" as the first condition.

    That said, linking objects by UID is an outdated approach. I'd recommend connecting sprites and hitboxes using hierarchies instead. You can do this in the event where an enemy is spawned, or even create the hierarchies manually in the editor (on an unused layout) and spawn the entire hierarchy.

    For example, creating a ZombieHitbox with the "Create hierarchy" checkbox enabled will automatically create both the hitbox and the sprite with zombie animations.

    Then, in events you can simply use the "Enemies Pick child EnemySprites" condition.

  • It's very easy to make your own progress bar using a sprite or tiled background. You literally only need a single action:

    -> ProgressBar: Set width to Self.ImageWidth×progress

    Where progress is a number from 0 to 1.

    Here is a slightly more advanced example:

    howtoconstructdemos.com/simple-healthbar

  • It's not that complicated, just use a good text editor like Notepad++.

    You need to copy this section:

  • Another option is to save the project as a folder and manually edit the layout.json file - copying "data" from one tilemap to another.

  • Try setting bullet speed before setting the angle of motion.

    In fact, you should move these three actions into the parent event on your screenshot:

    Block set bullet speed
    Block set gravity
    Block set bounce off solids
    

    Then:

    ...If player mirrored: Block set angle of motion to 150
    ...Else: Block set angle of motion to 30
    
  • Maybe these examples would be helpful:

    howtoconstructdemos.com/circular-progress-bar

    howtoconstructdemos.com/bend-a-sprite

    And yes, you can draw a dashed circle on a drawing canvas.

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dop2000

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