breadr's Forum Posts

  • No way they don't, I feel lied to. this is false. false. false.

    (I want them to move as if they're actually propelling the enemy around (though ofc its not flying))

  • Hello everyone. I'm trying to create an enemy that has spider legs for visual effects, think malicious face/maurice from ultrakill. The body will be flying, but i just want the legs to "walk" on the floor. best example of this is probably the "Lukki mutation" perk from Noita.

    please send help this is far beyond my current abilities.

    Tagged:

  • Use arrays, it's very easy. I made an example for you:

    drive.google.com/file/d/1IB6FuXaL91fAdgoxx85bmMUSGUY83QFN/view

    I hope it helps

    this is almost exactly what i was looking for, thank you!

  • hi. I have a bunch of abilities in my game, and i've decided that the player cannot be allowed to have them all at the same time- not only are they a bit strong, but i also do not have enough keybinds. So i've decided to lock the amount of equipped abilities at a time. How can i build a system to select and equip abilities?

    here's a rough mockup of how i'd like it to look.

    though looks don't matter, the main thing is trying to lock the player to only using 3 abilities at a time, while also allowing any combination of abilities at a time. I've tried using arrays, but unfortunately i don't understand them and therefore don't have the slightest clue how to use them.

    If anyone has any ideas on how to do this, i would greatly appreciate it!

  • None of my animations are loops, they all have "on animation finished" triggers to have them go into the next part of the animation (as they are broken down into subanimations, i'll show)

  • I'm currently working on reworking my boss's statemachine, and everything is going alright- except for the fact that sometimes it breaks entirely whenever any of it's animations are paused- while that shouldn't be an issue, as i don't have any events that are pausing animations (I've triple checked), it is still doing it. this breaks most of the boss's logic, as at the moment each state is intrinsically linked to animations. if I manually trigger any of the states, they have no issues (except groundslam but that's only because if I cancel it into another state, the behavior for the spikes is a substate for the the groundslam behavior, so its instantly canceled, but that's not an issue as groundslam cannot be canceled except manually)

    (I'm unsure how to add a file to this post so here's a bunch of screenshots)

    Tagged:

  • exactly my concern- i was trying to get the Metroid style rooms working, but even taking them directly from the one in the example browser wasn't working, so at the moment the camera is just a scroll to on the player mask.

    Thanks yall for your input :)

  • Hi yall, I'm currently making a metroidvania game, and i'm wondering about the best way to create 'rooms' for the game to be played in.

    I have some ideas at the moment, which are:

    1. have entire areas in one layout

    benefits: i don't need to constantly switch between layouts, layout management is easier, and I don't have to create a door system to get the player to different layouts

    downsides: The entire level is loaded at once (yeouch computer), enemies may not easily reset if you leave a room.

    2. Have each room be a separate layout

    benefits: each room is self contained and will be easier to focus on one section at a time, enemies will refresh as they are naturally loaded and unloaded

    downsides: door system to send the player to the right area, layout management hell

    If anyone can help me out either choosing one of these or coming up with a better idea, please let me know.

    Tagged:

  • NOTE: I've tried a variety of different ways to get this to work, i'm aware that this current code doesn't quite work and its just for an example of what i've tried thus far.

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  • I'm making a game at the moment, and I have multiple instances of the same object. I'm trying to utilize a State machine for an enemy, but at the moment, every instance of the object goes into the same state as every single other instance. any advice on how to get this working?

    I've tried stuff with Comparing X for each instance to determine whether it should be applicable to perform actions, as well as line of sight- but line of sight doesn't work per instance? as in, when I have more than one instance of the object, it will sometimes completely ignore any other lines of sight i should be intersecting from the duplicates.

    Any help would be appreciated.

  • Also, unrelated to what i called you here for, but the enemies currently act as one- if the state of one changes, they all change (despite my best efforts to prevent this). Please remind me how to keep their states separate (it is all done with instance variables, but i am stupid)

  • I tried generating a bunch of nodes, then having it walk towards the nearest node, then delete it, and then go through it again, but it only ever worked going in one direction, and i gave up on that after a little while.

  • Hi. As the title suggests, i'm trying to create an enemy that can pathfind to a preset location (determined by a sprite), but the behavior currently is pathing far above the ground, and as such the enemy is practically neutered and actually path to anywhere (as well as continuously jumping up and down while trying to align itself directly to the path before continuing) any adivce? i'd like to get it to be able to jump over gaps, do a bit of platforming, that's really about it.

  • I decided to Go with creating an additional sprite and pinning it, I mainly wanted to know so i can have a sort of modular system (instead of having to create duplicates of everything that i want to glow.)

  • I have, for the most part, but some visual effects cannot be simulated by just manipulating pixels in the animator- at least not on the scale i'm working on. I'm thinking this is possible with JavaScript, but I'm unsure how to do that specifically.