Basilboy's Forum Posts

  • I don't think that's quite it.

    dl.dropboxusercontent.com/u/30826419/Analog%20Stick%20touch.capx

    Here is the analog stick, I'm not wanting to use any real gamepads.

  • bump...please I would like some help. Or if someone could message the author of that tutorial my question, jayderyu, that would be great. For some reason I can't private message anyone.

  • bumpity

  • I successfully incorporated the arcade joystick on page three of this tutorial

    scirra.com/tutorials/398/touch-stick-controllers/page-1

    and it works really well, but I want to know how can I use it in events?

    Like how do I make it that if the analog stick is quickly tapped, something occurs, or if it is moved in different ways where different actions occur?

    To be more specific I'm trying to get a walking, fast walking, and running thing going on with this as it depends on how the analog stick is moved.

  • Thanks! I just didn't know how to use instance variables so I avoided them, but after reviewing a beginner tutorial I finally got it!

  • I dont know if you can call it AI but I made some very basic random movement for my npc. It's a top down view game, and the npc just moves in any of four directions. Every one second, a variable is chosen from 0-3 and the variable chosen determines the direction the npc goes.

    So that's all fine and dandy, but the issue is that every copy of the sprite that has this movement moves the same way, and what I want is for them to all move differently.

    Here's my capx file, please try to help.

    dl.dropboxusercontent.com/u/30826419/AI%20movement%20Problem.capx

    WASD to move. I put two test enemies to show the issue I have, when I want them to have different patterns of movement and not share it.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I have an idea that I plan to implement on an enemy. So, there's an invisible object that is pinned to be in front of the enemy. I want the enemy to react two possible ways when the player does an attack whilst overlapping the invisible object, so how do I make it randomly do one action or the other?

    The second question is that when the enemy dies, how do I make it randomly spawn one of three different objects?

  • I was wondering if it's possible to have the dialogue type itself out when activated similar to chatting to an npc in Zelda: Ocarina of Time.

    The only thing I can think of right now for it is to have an object called dialogue. Then have preloaded animations of the dialogue typing itself out. The only thing I find a concern about it is that each and every single dialogue message would have its own animation within the dialogue object, rather than the basic "set text" event thing.

    I would like to use set text, but to be able to have it type out the preloaded message that I need. Is this possible?

  • Hey guise! I'm really glad to have moved from using Adventure Maker to Construct. My name is Jubel, I'm 17 years young in high school and ready to start developing stoofs. For my first game I really want to recreate Broadcast Satellaview Zelda as a lot of people don't know about it, and make it support multiple platforms but specifically targeting smartphones.

    I'm going to try hard to find as many tutorials as I can that can teach me the basics of this program so that I could figure out how to achieve this myself without having to bother you guys too much with questions that probably already have been answered.

    I don't really know what else to say. Bye!