Black Rabbit's Forum Posts

  • Thanks I will look into this (I do not get it at first glance, need to spend some time figuring it out).

    I guess I just found it odd that they keyboard function worked while the gamepad did not, since they were both part of the same event I suspected something might be wrong :)

  • Ok either this is a bug of Construct 3 or I am doing something incredibly stupid.

    I have created an event which allows me to read an input control through variables, so on pressed it becomes 2, and on being held it becomes 1, if neither then it goes back to 0.

    This works perfectly fine for the keyboard, then why not for the gamepad? since they are both identical and even use the same event?

    It does not read the " on pressed" state and skips straight to the "is down" state.

  • Ok problem solved, and I do not understand why this is not clearly explained anywhere, because it is really that simple, so I am going to do it below in case in the future someone is going to look this one up.

    Assign a numerical "health" Instance to the family.

    click on any family member and on the PROPERTIES panel, you will now find the newly created variable "health".

    You can modify this variable for each family member by clicking on them and going into the properties.

  • As said in my previous post, this solution was already presented but I have trouble understanding any of it.

  • Thanks, I get that far.

    But how do you set sprite1 to have 1 health point, where as sprite 3 has 3 health points?

    Currently they all have the same health.

    My question is, and it is clear that I have not asked it correctly enough, is how do I assign different health value to each item, without having to go and add an event for each item type?

    So I do not want to have to check if it is colliding with 1, then subtract from sprite 1, if it is colliding with 2, subtract from 2.

    I want to make something less clunky and more streamlined.

    (just so we know, this was explained here, but I do not understand at all how to implement this solution construct.net/en/forum/construct-2/how-do-i-18/families-objects039-private-51315).

  • Of course I have not implemented this into code because as I said I Am not sure how to assign different health values to each destructible, but wanting to have it controlled by a single event, without having to go:

    subtractfrom: Health item_1

    subtractfrom: Health item_2

    subtractfrom: Health Item_3

    What I want is

    subtractfrom: Health family

    Then each item has a value associated with health so it knows which one to call.

  • I am not sure how can it be a bad condition, it makes sense to me.

    If the family variable of Health is 5, then all of its children will have 5, why should there be different values for each?

  • I have been reading the manual and seen the posts online but it is still not clear to me, perhaps someone can shed some light on this one.

    I am trying to give a health value to each character within the same family, but of course if the instance belongs to the family, then all children shares the family health value, instead I want each child to have its own value.

    If I give the health value to the child, then I cannot use the family anymore within the events, and I need to make an event for each type of enemy, therefore the commodity of having everything within a single family event becomes pointless.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Thanks, I have found a similar solution (although more complicated), I will try to implement yours and see if I can make it work.

    Originally I Was trying to have the shadow constantly be cast beneath the character, even when he is jumping, but perhaps this won't be necessary.

  • I am trying to make simple circular shadows for a platformer which has a bit of perspective, so not entirely flat.

    So essentially the shadow would follow the X of the character but each time the character is above (either jumping/falling/landing) a new platform, the shadow would need to follow beneath it.

    What would the best way of doing this be? I was looking everywhere but could not really find anythign concrete.

    Cheers

  • You do not have permission to view this post

  • Oh ok, I was not aware of that, how would I make that happen?

  • The first question it asks is "is it overlapping?" right?

    The second is "is the player to the left or the right of the enemy"

    If I remove the "is it overlapping" the condition would constantly trigger becasue you are always either on the right or left of the enemy.

    So what you are saying is that it should already pick the nearest enemy, but is not working for some reason, right?

  • Yes it should, but that enemy is a "family" composed by several enemies so I am telling it when you collide with any enemy of that family. If this logic would not work, then why does it work on the first drawn instance of it, should it not work like on all instances? Instead it always chooses to pick the x references of the first enemy, not the second or the third.

    The global variables mentioned in that image have nothing to do with the enemies, they are used to keep the player behaviour in check.

    The question I have been trying to ask is exactly the one you are asking.

    How do I tell it to first of all, only take in consideration the x of the closest enemy, not of the first enemy drawn on the layout.

    This:

    How do I tell it "the instance of the enemy hitting" or "the closest enemey hitting"?

    The second one, regarding damage, can wait, I want to solve this one first.

  • Uhh... thanks?

    So can anyone help me with the x to x issue?

    I think is best deal with 1 problem at the time.