Rhindon's Recent Forum Activity

  • I'm working on a stealth game, and what's a stealth game without secret passages that have to be discovered?

    As such, there will be Sprites that will fade to 50% opacity when the main character - FINN - overlaps them.

    I have two types of Sprites that I have put into a Family, called Passages. Since the level design will be set in a robotic facility of some sort, I plan to have at least two types of hidden passages (for example, a hidden passage that leads also to a vent shaft - a hidden passage in a hidden passage).

    Visualize a room with four passages; two on the left, two on the right, and where the first passage seems to end, there's a passage that continues on farther. Each passway is covered by multiple instances of a particular Sprite (this is so I can manage corners more effectively). When one instance of a Sprite goes transparent, all other instances IN THAT GROUP also go transparent, even if FINN is not overlapping them. It's AS IF those group instances are "one".

    So we have passage one (L1), the passage it connects to deeper in (L2), and the two on the right (R1 and R2).

    L1 uses Sprite 1 and has a Family instance variable labeled Group with a value of 1.

    L2 uses Sprite 2 with Group variable value of 2.

    R1 uses Sprite 2, value 3.

    R2 uses Sprite 2, value 4.

    Now, individually, I can get any group, regardless of which Sprite is used, to render transparent when FINN overlaps that group. My problem is when FINN overlaps two different groups simultaneously. Such as in my illustration here where one passageway connects to another passageway directly.

    I'm using an instance variable in FINN in the following way:

    FINN overlaps [instance of Sprite] ==>> Set FINN.Group# to Sprite.Group#

    PICK all Sprites where Sprite.Group# = FINN.Group# ==>> ......and so on.

    I recognize that this set up only allows FINN to recognize ONE passageway to be identified.

    And that's where I'm having my trouble. I need to have all applicable groups activated.

    Can someone suggest a solution, please? What am I not seeing? THANKS!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I will check on that, too. I've gotten help from a friend who set up a system that I was trying to employ, too, using instance variables and picking by UID. My friend used JUST picking by UID while I was using it WITH what I have presently. But I'll try isolating as you suggested. Thanks for your help and I'll get back to you if I have any further issues.

  • The problem I don't understand is that if calling on ONE object in a container ALSO calls all other objects in THAT container, then I don't get why nothing works OR everything goes crazy.

  • I've been doing all of that. And the even crazier thing is that I've gotten it to work at one point, barely made a change, of any kind, to make sure it's working as I ultimately intend it to, and then the WHOLE THING just goes haywire...even when I REVERSED any successive change I made.

  • I've tried specifying objects/instances by way of using a variable to store the UID of the mutual object it's contained with, but even that's not helping.

  • Curious, because presently I'm testing only one instance and it will not work.

  • Https://www.dropbox.com/s/fmthogfugqtz2 ... 3.jpg?dl=0

    My sentry post has an "eye" that will randomly search different spots around its immediate location (event line 89). The Scout object will extend to that coordinate (and and width). In lines 90-92, it tests if the Scout object is overlapping any walls. If yes, calculate new coordinates. If no, use Path Finding to massive the Dot to that spot.

    My problem is that it won't even adjust the width/angle of the Scout object and now not even set that values for SentryEyeDot.XTo nor .YTo (previously, it was but inexplicably won't suddenly).

    SentryEye, Scout, and SentryEyeDot objects are all in a container. The objects all exist on a separate dump sheet so at least one instance exists in the project. The SentryEye is the object placed in the layout on the level I'm designing (non-dump sheet).

    Everything ELSE is working fine.

    Any suggestions on what's causing this issue?

  • Thank you so much for these! This is an amazing gift you've offered.

  • sizcoz - Well THAT explains a lot! I did totally misunderstand the Beta parameter.

    It's the left/right tilt of the phone as you're holding it straight up, facing you.

    I was assuming the phone was laying flat on a surface and that the Beta had to do with how you tilted the phone towards or away from you.

    Thank you for the help!

  • Good day, C2izens!

    After reading up on the Touch controls a bit more and messing around with a test program, I'm still needing some clarification or affirmation on my understanding of the mobile tilt parameters of Touch.

    The game I'm working on doesn't require the use of Alpha, but in case comes into play and I am not aware of it, I'm bringing it into my inquiry here.

    So far, this is my present understanding of the three...

    ALPHA: Using the mobile motion sensors, it detects the compass facing direction or adjusts the output of the operating program based on the compass rotation of the phone. Is generally not affected by Beta or Gamma tilting of the phone (I may be wrong about that...).

    BETA: Front-to-back tilt of the phone on a horizontal axis.

    GAMMA: Left-to-right tilt of the phone assuming an axis running from the bottom-to-top of phone

    What I'm not sure about is if this XYZ axis is constant in its orientation even as the phone moves around.

    So, let's say I lay the phone flat on the table.

    If the very center of the phone is 0, then...

    X = Alpha = horizontal from left side of phone to right side

    Y = Gamma = like a spear from front face of phone to back side.

    Z = Beta = from top edge to bottom edge

    As the phone moves around, are these axes consistent in their orientation or do they remain fixed to the physical orientation of the phone (so that it would look like the 90* angles between each axes where they intersect are no longer 90*)?

    I HOPE that made sense. However you could help me to be sure I understand would be greatly appreciated. THANKS!

  • This is a very good question and one I'm busy investigating, too.

    Would definitely appreciate some feedback.

  • That'll work! Thank you, zenox98 and Ashley from the past!

Rhindon's avatar

Rhindon

Early Adopter

Member since 8 Jan, 2013

Twitter
Rhindon has 2 followers

Connect with Rhindon

Trophy Case

  • 12-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • x2
    Coach One of your tutorials has over 1,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

19/44
How to earn trophies