Anthracite's Forum Posts

  • Hi there Magistross

    Could you advise how I can add a 0.5 second delay at the end of every dialogue line? I want to give the player time to read the text if they are hammering the continue button.

    Many thanks!

  • This is a bit of an odd one, and something I haven't started to explore but wanted to get people's opinions on the best method.

    We basically have an object in the game, when the player gets close to the object it spits out a rope tether type thing and it stays attached until you move away from the object.

    How would you do this rope tether so that it looks like it's following you as a heavy rope or a tesla coil would?

    Many thanks!

  • Magistross, absolutely loving this plugin! Wonderful work!

    I'm trying, but failing, to update a global variable during dialog. However it doesn't seem to be updating at all. The Sequence that runs is

    {setvalue:Mansion_Phase,1,+}Consider it done!

    What I'm trying to do is add 1 to the Global Variable Mansion_Phase, or alternatively I can just set it to 3 (if that's easier)

    How can I achieve this?

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  • Hi there, I'm hoping a Javascript guru can offer a little advice here.

    We have a bug in our game that locks a player if they are performing an action whilst being transferred they get stuck in place.

    What I would love is to simulate the K key being released when we call this transfer to essentially stop the player performing this action whilst they are being transferred?

    Is this even in the realms of possibility?

  • Hi there, thanks in advance for taking a look at this problem, and I'm hoping you'll all prove I'm an idiot and spot something I can't see.

    So, we have a little monster in our game called a Sprinter. Sprinter's have four phases.

    Phases 0, 1 and 2 all seem to work fine. However Phase 3 runs into a problem when there are more than one of these objects doing their thing. Occasionally one will just stop and do nothing, and debugging show's its clearly in Phase 3 but it stays stuck on the animation triggered in Phase 1 (it's worth noting that the animations for this objects are handled elsewhere for when it's moving).

    Sometimes both of them will stop the moment they enter Phase 3 and do no nothing.

    It's always the moment they enter Phase 3 and only seems to go wrong when there are more than one of them in the same locations.

    Absolutely happy to offer payment for this bugfixing!

    Many thanks!

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  • Thankyou dop2000 that is a much more elegant solution to what I came up with. You, are a legend!

  • As is always the case, you try things out when you've posted on the forums ... it looks like it is now fixed with the following change

    + System: Pick Demons by evaluating Demons.Pathfinding.MovingAngle >= 315 & Demons.Pathfinding.MovingAngle <= 360

    + Demons: Is Pathfinding moving along path

    -> Demons: Set Direction to 1

    -> Demons: Set animation to "Walk_Right" (play from current frame)

    + System: Pick Demons by evaluating Demons.Pathfinding.MovingAngle >= 0 & Demons.Pathfinding.MovingAngle < 45

    + Demons: Is Pathfinding moving along path

    -> Demons: Set Direction to 1

    -> Demons: Set animation to "Walk_Right" (play from current frame)

    + System: Pick Demons by evaluating Demons.Pathfinding.MovingAngle >= 45 & Demons.Pathfinding.MovingAngle < 135

    + Demons: Is Pathfinding moving along path

    -> Demons: Set Direction to 2

    -> Demons: Set animation to "Walk_Down" (play from current frame)

    + System: Pick Demons by evaluating Demons.Pathfinding.MovingAngle >= 135 & Demons.Pathfinding.MovingAngle < 225

    + Demons: Is Pathfinding moving along path

    -> Demons: Set Direction to 3

    -> Demons: Set animation to "Walk_Left" (play from current frame)

    + System: Pick Demons by evaluating Demons.Pathfinding.MovingAngle >= 225 & Demons.Pathfinding.MovingAngle < 315

    + Demons: Is Pathfinding moving along path

    -> Demons: Set Direction to 4

    -> Demons: Set animation to "Walk_Up" (play from current frame)

  • Hi there, I've been tinkering with this for a day or two now and unfortunately it's still giving me issues where the animations just won't change.

    The Object has the Pathfinding Behaviour

    And then I have this piece of code that is checking the Pathfinding.MovingAngle to determine the Animation required.

    However, often the Object never changes its animation or sometimes chooses a completely incorrect one. I've double checked and triple checked my angles but it's obvious I'm doing something wrong here. I would really appreciate a second set of eyes on this.

    The most common one is when the Object should be playing the Walk Right animation (as it's within the angles specified) it plays the Up animation instead.

  • Fantastic, that's sorted it ... I believe I was being an idiot!

  • Thank you for replying dop2000,

    When testing this with the LoS Behaviour, we found it problematic and intensive when doing this on multiple enemies. This option was suggested from an old Construct 2 tutorial.

    I've just tried your method out, and for some unexplainable reason the Pathfinding does not move the Enemy until we've collided the player into a solid object.

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  • Hi there,

    We are using a simple pathfinding Line of Sight technique with a single line (Line of Sight Bar) that is directed towards the player at all times. If this bar is overlapping the player then the enemy can see you. Pretty simple.

    The problem I'm having is that if we have two enemies on the screen, we have two Line of Sight Bars.

    If the Line of Sight Bar is overlapping the Player, how do I choose the Enemy Object that is closest to the Line of Sight Bar's position?

    Note, the Line of Sight Bar has it's X and Y at the bottom left so we can resize if it needed. So the X and Y of the Line of Sight Bar will always be overlapping the enemy it is attached to.

  • Hi there,

    I'm creating a brief fade in and fade out transition using two objects, one with the fade in behaviour, one with the fade out.

    I'd like to add the water effect to it, but unfortunately the water effect kicks in straight away and the transition is jarring. How could I ease in the water effect during the fade in / fade out?

  • dop2000 thank you, and mekonbekon too!

    With your changed example dop2000, how do I flip the reflected sprite vertically so it's correctly reflecting as a mirror should?