What kind of logic are you using to pick NPCs and ask them to find paths? This kind of logic is just more difficult than it sounds and it can easily get out of control. I once made a theme park style game with hundreds of guests and came across a lot of issues. I would say an easy way to make sure that the correct NPC is assigned the correct task is to use functions and pass the UID of the NPC through the function as a parameter, this gives a bit of control to it, more than if you just use NPC find path.
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On your events for destroy block on hit by the projectile, you can take the Y co-ord of the block at this point and set its value to a global variable. Then you do pick by evaluate, blocks where Y is less than the global variable, moved them down by 1 space i.e. 20 pixels.
There are lots of ways to do this, depends what you want. I see your blocks are immovable so they won't be dropping down with any real physics. When a block is destroyed you can do the following, spawn an invisible detection object OR get the co-ordinates of the block that was just destroyed. Then do a check, any blocks where Y is less than the location of that destroyed block, move them down 20 pixels. The movement down you use set Y to self.Y+20 if they are going to teleport, or if you want to see them move down you can tween the block to self.Y+20 over time.
Ok, that makes sense. Importing to C3 is good but a C2 game that was heavy on the plugins is probably more trouble than it's worth. Try that link, it might help you.
Try this : construct.net/en/tutorials/export-construct-games-2242
Although it's much easier to do in Construct 3 and it looks like you have a Construct 3 license so why are you not using that?
You can use system pick by evaluate : pick all room objects where room.order=start, set a local or global variable to room.pickedcount. Then you say if the local or global variable = 0 (i.e. there are no rooms with order set to start) then restart the process.
Give the tiled background an instance var and number each one 1-9.
Set local variable to choose(1,2,3,4,5,6,7,8,9)
Pick tiled background where tiled background variable=local variable, set player to tiled background position.
It's in a different place, 'Set Boolean' not 'Set Value'.
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You need to share it as a capx file, not caproj.
I think you should avoid making the camera solid, so what is the situation with the camera being solid for one tilemap, how is that working and what were you trying to do with that? There is probably a way to do the camera without making it solid. Are we talking edges of a tilemap because you can make it stop when it hits certain co-ordinates or go off screen.
Member since 5 Aug, 2013