Rhindon's Recent Forum Activity

  • Ashely - Yeah, sorry about that. I corrected the title after I caught my typo. It's the latest beta that I'm using.

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  • Link to .capx file (required!):

    CAPX: sugarsync.com/pf/D6025908_4317202_6905140

    ERROR IMAGE: screencast.com/t/oav62MV3

    Steps to reproduce:

    1. Saved file.

    2. Clicked to Export project as an HTML5 file.

    3. Standard PNG compression.

    4. Minify script is checked.

    5. Normal style export option.

    Observed result:

    Attempted to export file and the two identical error messages appear.

    Expected result:

    Full export. I've only tried to export a game once and am unsure of what specifically SHOULD have happened.

    Browsers affected:

    Chrome: n/a

    Firefox: n/a

    Internet Explorer: n/a

    Operating system & service pack:

    Windows 7 service pack 1

    Construct 2 version:

    [r143] beta

  • Thank you, I discovered that later on but hadn't had a chance to update my post. Thank you for confirming that, though. :)

  • New scenario...

    Two objects, each has instances overlapping one of two instances of a third object.

    Object1 and Object2 each has an instance variable called "Home".

    At the start of the layout, it checks to see of Objects1 and Object2 instances are overlapping either instance of Object3.

    If so, then it takes the IID of Object3 and stores it to the Home variable of the Object1 and Object2 instances overlapping them.

    However, I'm seeing that instances 0 thru 3, while overlapping instance 0 of Object3, have a Home value of 0 or 1...even though all four instances are overlapping instance 0 of Object3.

    The events look like this:

    • If Object1 is overlapping Object3 | Set Object1.Home to Object3.IID
    • If Object2 is overlapping Object3 | Set Object2.Home to Object3.IID

    Why, then, do some instances of Object1 and Object2 receive an IID value of the second instance of Object3 even when they're overlapping the first instance?

    In the CAPX, look up event sheet "ES Set-Up", lines 4 and 5.

    sugarsync.com/pf/D6025908_4317202_6993144

    Thank you for your input and help!

  • More help, please? (See the UPDATE to the original post.)

  • I would REALLY love to see some descriptions...

  • I want to install the MoveTo behavior, but, even after following Ashley's instructions to drag-n-drop it to C2 or to move the file to the C2 directory sub-folder, I cannot get it to work. The file extension I download is a .7z...it doesn't seem like that's what all the other plugins are like. And going to other links that Rex provides seem to be non-existent for the most part or no longer maintained. I'm at a complete loss right now.

  • rexrainbow - I downloaded your MoveTo behavior and, as Ashley said we could do, dragged it into C2, itself. The only behavior I see, though, is a "Drag & Drop", which I didn't add. What am I doing wrong?

    Thanks, man.

  • - Right. Again, sorry for the confusion. The whole thing has been a mess the more I try different things.

    Right now the Normal status is the only status that uses Bullet behavior while I try to work out yet another variation to my system. Just trying to see what will work and what won't.

    The logic is that, in Normal status, the Enemy will travel via Bullet behavior between the PatrolNode objects. When it collides/overlaps with a PatrolNode, it'll be instructed on which direction to travel in (depending on the frame of the PatrolNode object, as identified by the colored arrows).

    Does that make sense any? Thanks, again, for your time.

  • - Same initial information, but the problem info is different. In this post, it has to deal with where I might need to use the "For Each" event instruction with the AllEnemies family.

  • Joannesalfa - That's not too far off from what I'm looking for. I didn't see it while I was running FROM the wolves in your game (LOVE the initial set-up and the graphics!), but the Enemies in my game will eventually return to their original posts after a chase. But I'm still having trouble even getting the Enemies to START a patrol at the start of the game.

  • - *facepalm* Doh! Sorry for the confusion. "Normal" is the correct status name; not "Patrol". Same difference, though.

    Yeah, the reason for the complex Patrol system is because I had one very early system set up where, say if the Enemy overlaps/collides with the NodePatrol object at the south end and I send it west or east, it's at the very bottom edge and may not actually collide with the next Node...literally brushing just by it. I was having trouble with that at the start, thus why I decided to stick with the Pathfinding behavior - to be sure that the Enemy always knows what its goal is and that it gets there.

    Joannesalfa - Thanks for looking, too! I'll check out your stuff and let you know...

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Rhindon

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