BonBon01's Forum Posts

  • 8 posts
  • Thank you so very kindly, I understand how it works now.

    I really appreciate you going out of your way to create this CAPX, I can apply this to other parts of the game now.

    Thank you so much ^.^

  • Thanks for replying, that sounds like a good idea, but I've hit a roadblock.

    I've just realized that the example I found was made in Construct 2, before built in functions were a thing, so I'm reworking the example to use built in functions instead of the plugin (Because the plugin doesn't accept parameters the same way built in does)

    However, here's me issue:

    Even though I have the function ready, the editor won't let me call it (I'm trying to find "increaseBody" in this list). Again, I'm using the free version. Are function calls exclusive to the paid version or something?

    I opened Kiwi Story, and the function calls seem to be working just fine. What am I doing wrong? Thanks in advance

  • You're right, we should focus on getting the necks to work individually first.

    So, here's the code I still have. The entire code for checking if a body exists, then spawning necks and heads for each body:

    I tried several things here, including IID, as shown in the image. I also tried UID, but when debugging, all the ids for the necks and head are zero, which doesn't feel right. If the IID of the second body is 1 and I add that value to the neck ID, should the neck's ID variable be 1, or am I missing something?

    Second, I tried applying the body's ID instance variable to the necks and head instead. When debugging, this DOES indeed change the values of the necks to 0 and 1 respectively, but all necks still attach to the one body regardless...

  • Greetings forums,

    I'm moderately new to Construct 3, and I'm learning by downloading and editing the demos and other projects to see the nitty gritty (I use the free version for now).

    I found this example of a really well made worm game (Not my own example) and started editing it.

    Something that I would like to do is to make each worm independent. Right now, I have 2 heads, but when I try to spawn them both with different segments (For example, worm 1 has 3 segments, and worm 2 has 7 segments), the worm with the higher number takes priority and both worms spawn with the same amount of segments.

    Also, whenever the worm eats a dot, BOTH worms increase in length. I only want the one worm who ate the dot to grow, and the other to be unaffected.

    Can someone please help me out? How do I make these worms independent from one another?

    Here's the code:

    Here's the project file: drive.google.com/file/d/1JEMQdjeLPfbc3466woU7het-Vc0TNcCZ/view

    Thank you in advance ^^

  • Alrighty, I went and edited the example

    When the layout loads, both heads and all necks spawn (However, all the necks are connecting to one single body still)

    Unfortunately, whenever I try to spawn a body in during the preview, no additional necks or heads appear, just the body.

    The culprit is that Trigger Once condition. But once I remove it, heads spawn endlessly. I'm trying to tell it Trigger Once for each body, but it only triggers once for each body at runtime, not at all times. Is there a way to fix this?

    Also,

    I've added this ID instance variable to the head, body, and neck. Do I have to manually add this number to every body and set the body's value to the head and neck when they spawn? And if so, how will I do this for spawning bodies in during the preview like mentioned earlier? Do I need to use IID or UID instead, and if so, how?

    Thanks in advance

  • Woah, this is great, thanks for making such a simple to understand example!

    However, I have a few more hurdles I want to clear if that's alright...

    1. Let's say I have multiple enemies who have this stretchy neck. If there are more than once instance of each thing in the example...

    Then all of the necks just connect to the first instance of the body and head, instead of both of them getting their necks

    2. If I want to spawn multiple instances of this stretchy neck thing, do I need to insert the head and necks for each individual enemy? Isn't there a way to just place the body in the editor, then in the game it automatically spawns in the heads and necks? Can this be done with containers?

    (You can see in my original code in the top comment that I tried to spawn a neck and head for each body)

    I'm going to experiment with the example to see if I can pull them off, but help would be greatly appreciated.

    Thank you again for sharing the CAPX!

  • Greetings,

    I'm trying to make something kind of like those old SNES games where basically, you have an enemy with a "stretchy neck" with the neck made out of balls or something, kind of like what's in this Ckickteam tutorial:

    youtube.com/watch

    I took a stab at it, but I couldn't manage to pull it off properly. The neck isn't moving the way I would like it to (It's moving AWAY from the body), and it's too far away from the body, not connecting with it.

    Here's my code, I'll share the project file if you need me to

    Can somebody please point me in the right direction? I'd appreciate any help I can get. Thanks

    Tagged:

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  • Greetings,

    I'm testing out a POC, and I want my platformer character to jump at a certain speed. Right now, she looks like she's levitating instead of jumping like a normal character.

    media.giphy.com/media/cYmvtiPCmXks3vcJ37/giphy.gif

    How can I get the jump physics to work like they do in something like Kiwi Story?

    Thanks

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  • 8 posts