anthkris09's Forum Posts

  • 6 posts
  • So that worked, I just had to create two separate sprites, one for left and one for right

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  • Thanks I did try that for my Playerbox and I couldn't seem to get it to work. Would you suggest instead checking for overlap on the npc? So if npc is overlapping boundaries? I can give that a go.

  • I've been searching for a while now but I haven't been able to find an answer. I've set up a patrolling AI using the method with the invisible sprites as walls (per the How to make a Platform Game tutorial). I'm wondering if there's a way to only have the walls affect the npcs, keeping them within their bounds, while not affecting the player. Right now, if the player approaches the npc, then the player has to jump over the wall to get to them.

    If not which alternative patrolling method would you suggest?

  • Thank you so much! That fixed it.

    If you don't mind, what's the logic difference that made it work? I can see the need to somehow target an instance of zombie box and zombie. Does the container allow them to work together?

  • Here's how the event sheet looks.

  • I followed the beginner platform tutorial and created a simple platformer game. I set my zombie enemy to set position to a box item, per the instructions. The enemy and box instances go back and forth between invisible trigger items and move back and forth just fine. The only problem is, no matter what I try, I can't get the actual enemy sprite to mirror back and forth independently. When I set the enemy to mirror, all instances mirror instead of one at a time.

    I searched through the forums and topics seemed to center on getting the player to mirror. Can anyone help?

  • 6 posts