lionz's Recent Forum Activity

  • Yes every tick affected by framerate, check dis link to see how to use dt and modify your events so not affected by framerate : construct.net/en/tutorials/delta-time-and-framerate-independence-71

  • I understand what you're saying but you've chosen to do this by using every x seconds and also adding waits for the traffic spawn events. If you want it a bit tighter then you'll need to replace the every x seconds event with some kind of trigger rather than based on random time, for example when all the traffic is off screen you could run the spawn traffic event again.

  • "The problem I am having is making sure the block moves to the correct lane when a car is incoming so as to not hit the oncoming car."

    Looks fine to me, as in the logic you've put in does what it is supposed to do. One thing you could try instead of lerp is give the red block the tile movement behaviour and move up or down in a grid movement. I don't understand what the problem is here.

  • It's because lives goes straight to 0 on collision with lava, and then starts subtracting 1 every tick when you are overlapping lava which goes into negative numbers, so none of the events are true. You need something like if player is overlapping lava, every 1 seconds subtract 1 from lives, then you will see a change in variable and the hearts being removed.

  • Doesn't make any sense to me, hopefully someone else can decipher it. I would just use the pathfinding behaviour on the fly or it gets a little convoluted, then again I've never used a 16kx16k layout.

  • I wouldn't call that incredibly simple logic, pathfinding is difficult however you look at it. It won't be anything to do with a limit of objects on screen as I had a theme park game with hundreds of guests pathing at once. You have some risky events in there running every tick but it's difficult to break down the logic from looking at them.

    Returning to the original problem, I don't quite understand it :

    I'm trying to create a "pathfinding" sprite that can be used and pinned to every enemy that requires it (essentially only ever having ONE pathfind sprite for every enemy, npc, etc. in the game).

    How does the game work? Why are the enemies not pathfinding on their own and instead you've included a pathfinding object that compares its instance var with the enemy UID? Also it looks like your screenshots are cutting off important parts of the events so it's difficult to assist when some of the logic you have is missing from view.

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  • Hmm both are allowed in C2, fair enough!

  • Hmm that is strange. I am a C2 guy so can't use families but I would assume with a family of sprites that the drag n drop option should be there. Not much help I know. Maybe you can share your C3 file and someone who bought it can take a look :)

  • Hiya, the option should be there if you select the Family in the project bar on the right, it lists family as though it is an object type. Then when you select the Family you have options to add Family instance variables or behaviours.

  • You should be setting the objects that are not roads to a high path cost, this means it will use roads primarily and opt to use blank space if it is a decent shortcut.

  • Nice! This looks interesting and soooo random.

  • They need to be 2 separate events, A is down for one event and D is down for the other event.

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lionz

Member since 5 Aug, 2013

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