Chenr5464's Forum Posts

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  • If you're using tile movement then I guess they move back a tile if that is the gameplay

    Well unfortunate for me . they are not. im trying to do it tho :).

    kind not working at the moment

  • If it's a top down game then I guess you're using 8-direction. There is an action set vector on there which pushes the object in a direction. You might need fancy maths for the value or maybe something like the enemy angle will work.

    Nop. im not using 8 direction, im using only tile movement. and i dont seem to see any vector, Plus the enemy have none above, coz i made him to move toward the player using Lineofsight.

    any other tips?

  • Well, as the title said, i'm doing, like topdown game, that after X amount of time, enemies start to spawn and go to player direction for "kill him".

    the problem is that im trying to make the enemy to do a bit "bounce" or somthing like knock back to the back after he collide with the player and then to continue to his main roll.

    cant use of bullet, coz the enemy cant act like one, is there any ways?

    thnx

  • When the animation ends on the last frame it counts as not playing anymore or finished. So as soon as it finishes, it will revert back to whether the player is moving or not and play those animations. Essentially the player shows moving or idle until you press Z, then invisible plays and finishes, then we return to when you hadn't pressed Z. The only way it could be an issue is if 'invisible' loops, but in that case you would expect it to be on a timer or stop on another button press which is also a fine trigger.

    Thank you so much for you time and patience!

    I got it! thanks :) <3!

  • More the other way round because the key press is the overriding animation. You want to play moving and idle whenever possible, so you add conditions to these animation events such as 'invisible is not playing', so if invisible is playing it will not play standing or idle until invisible ends, then return to playing either moving or idle.

    In the specific case of your event sheet you can add second conditions to both the bottom events 'invisible is not playing' and it would be fixed but also trying to explain why it would be fixed.

    Yeah I got it, thnx for the quick answer, but wont it make the player do only that animation and stick with it on the last frame even when im clicking the arrows- it will disable the walking animationg, those stuff are really confusing

  • It's a common issue so not to worry. It's because several conditions are true for setting animations so it tries to set them all at once and you end up seeing the animation which appears last in the event sheet. In this case you can be pressing Z but also 'not moving' which triggers both of the Invisible and Standing animations. Way to get around it is to add other conditions to the bottom events such as 'player is not moving' AND 'animation invisible is not playing'.

    so, if im getting it right, for each 'key' i need to add that the animation is false? and hmm not moving? so how they will move, hard for me to understand this logic, sorry

  • It sounds very silly, i read all the tutorials and I just have no idea what I did wrong, and yet, it still not working.

    the only things im trying to make is the player do animation-(Invisibility) while clicking something (here is by clicking 'Z')

    (later on im trying to make the player interacting with that animation with enemy. but till there..)

    That's it, where and what I did wrong

  • You don't have any logic connected to pressing ctrl in that screenshot. Must be somewhere else.

    my bad, there was smthing, I thought i showed it, this is the full pic, still have the same problems

  • 1st screenshot is blank on ctrl event and not demonstrating what you are saying

    2nd screenshot should be trigger event player on collision with seed. If the seed must also be in animation frame 4 then you add this as a condition with this event picking the seed object and animation frame=4.

    So how come Ctrl works? like i click cbtrl and he summon a seed?

  • Okay, so hi all :3, im new and i'm trying to create a game with a farm element with it.

    but i got 2 problems that it seems that I cant solve.

    the first one, when I "plant" seed in a crop, I can plant as many as I want, how can I create only 1 per crop?

    the 2nd problem is when I 'collect' (destroy) the seed (on his last frame) he will collect all the other seeds no matter what frame they in, as long as one of the seeds are in the last frame.

    kinda hopeless.

    When I create the seed on Ctrl key.

    When I 'collect' (destroy) the seed

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  • a dynamic and effective way, is to create a terrain (tileset with the grid movement behavior with speed 0), each terrain is a square in the grid, each square has its own uid, when the player is colliding with the terrain (in over the piece of land) with its own uid that makes the calculation of which is colliding, if the player has a flood, it makes a hole and changes the animation of the land itself to the animation of the land with hole to sow and then is to repeat for the other cases (note: the player must have the colider box aligned with the size of the tileset of the earth and the player must have grid movement so that in the movement it is always aligned with each square of the tileset)

    and for plant growth just use the condition to define the waiting time for each stage of growth.

    sorry, i did not understated what ur trying to say.

  • Hey there!

    When you create the sprite it will play the animation at the default speed. You should either stop the animation right after the creation or just set the animation speed to 0.

    Hope this helps.

    Cheers!

    Thnx! its helped with the animation going wild at the beginning!

    Now i just need to find how why they both "growing" together, they are changing to the next sprite at the same time. no matter when im creating them

  • 15 posts