Anonnymitet's Forum Posts

  • cedlal There is a plugin and a behaviour named "nickname". This enables you to give all your objects a nickname and then simply create any object by name.

    So if you have a family and want to create a specific object in the family you simply just use the action "create nickname".

    So it is a very very useful plugin that I highly recommend which saves you a lot of time and makes things a lot less complicated.

    Here it is for C2:

  • Impressive, I actually reached over 100 000 bunnies before I got a slowdown and that slowdown was only during spawning so could probably mantain 60fps with a lot more bunnies.

  • No problem. You don't have to check for collision at offset in this case but it works as well. But enemy on collision with invisible wall --> change direction also works the same way.

    I guess you are using tiled background object for the wall so then you have to use the enemy object to detect the collision as tiled objects only can register overlaps. So on enemy collision with wall is how you should do it in similar cases.

  • Remove the solid behaviour from the invisible blocks and just make the enemies change direction on collision anyway. The invisible blocks should in this case just be used as triggers and not stop anything. You don't need a solid bahaviour to trigger a collision.

  • I don't understand how the above answers could not help you? That is exactly how you do it.

    on bullet collision with player --> set animation to --> choose("animation1","animation2","animation3")

    Remember to add "" around every animation name like the example above.

    So in the text field on the play animation action you write exactly this:

    choose("animation1","animation2","animation3")[/code:y25mhxh8]
    
    Except change the name of the animations to the ones you want to use
  • You can use the Pin+ behaviour to pin objects to another ones image points and tons of other different ways:

  • It is very easy. Many people do this mistake. On collision with with door 1 ---> go to door 2

    then they do on collision with door 2 --> go to door 1

    See the problem?

    This creates a loop. When you collide with door 1 you go to door 2 and you collide with that one as soon as your player is there and you'll end up teleporting back and forth between the doors endlessly. So you have to think how to prevent it.

    Here is a fast solution for it: https://1drv.ms/u/s!AowQiuoNUifdid0yIAU1IHBag5HedA

    There are many ways of doing it and if I do doors I create a family and create events once for the whole family and not for every single door.

    But the idea is:

    1. Have a bool on the player "canPassDoor"

    2. on collision with door and is canPassDoor = true ---> set canPassDoor to false and then move the player to the other door

    3. And after the player has teleported to the new door then set canPassDoor back to true again

    This prevents the player from teleporting back and forth as the variable is false when the collision with the next door is triggered.

  • Added transparency to larger objects if characters moves behind them.

    Also changed so you can mine with 3 hits on a resource or in 1 hit with a heavy attack.

  • NAMELESS PROJECT

    Working on a little prototype atm. Not really sure where this is heading yet but first off I would like to make the controls as good as possible. It is developed for gamepad in mind but should also work well with mouse and keyboard.

    I want the combat to be challenging where you have to apply different tactics for different enemies. So the game will have many different combat mechanics and it's a bit hard to find buttons that feels tight.

    You'll be able to quick attack, heavy attack, dodge, dash, shield block, shoot and use items. So there will be a lot going on.

    ______________________________________________________________________________________________________________________________________

    So please try the demo and let me know what you think and how to improve it. Ideas about the game is also welcome of course <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    TEST:

    http://www.frozendev.com/protoypes/minirpg/minirpg1/

  • Prominent Awesome! Now I can remove all events for picking and destroying pinned objects This is actually one of the most useful plugins I have now so well done and thank you!

  • Prominent I'm using this now for my current project. Works really well

  • Wow, it actually does change the behaviour just by moving the player object to a subfolder. I've had this exact problem for ages and it was all because of a subfolder. Hope this will be fixed. Thank you for sharing

  • Prominent Wow that was fast. Thank you

  • Prominent Tried this and it is great. Thank you for making it

    If I could wish for two extra features it would be these:

    Mirror --> mirror pinned object based on the object it is pinned to

    Relative size --> Scale pinned object based on the pinned object change in scale.

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  • Try this:

    On click --> calculate path to destination

    then

    On path found ---> move along path

    Make sure that your obstacles has the solid bahaviour and also solids is added as a obstacle in the pathfinding behaviour