chinchila's Forum Posts

  • 5 posts
  • Unfortunately I can't post it as this game is not just my own.

    So, I need to get their IDs to be able to get this to work right? Should I be creating an ID instance variable and giving each bear it's own ID number? Or use UID or IID?

    I think the arms are flipping because some bears are facing one way, while others are facing the other way (depending on which way they are patrolling at the time), and it's conflicting. I don't have this problem with one bear.

  • Hi all,

    I have an enemy (hungry teddy bear) that patrols back and forth. His arms are their own animation because they do an attack animation when the player gets close. Otherwise, they stick straight out like a zombie (default animation).

    The animations work fine when I have one bear - all the not mirrored/mirrored stuff works, the arms face the way the bear is facing/moving, etc.

    However, when I have multiple instances of the bear throughout the game, the arms flip back and forth randomly on all the instances.

    Does anyone know how I would fix this or if there's a solution online I can check out?

    Thanks!!

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  • Problem solved! Have to move out the subevent... throw can't be set to 1 and 2. :) Always simple!

  • Thanks for the fast responses!

    I tried using the variable, but now it seems to get stuck at the "taunt" animation, and one banana is thrown? After that nothing happens, I just see the monkey's taunt face.

    I can't post the capx as it's a game I'm working on with a team. But I can try to explain in pseudo code:

    If monkey distance to player is <= 600px and the monkey has dropped

    • Set animation to taunt
    • Set shooting to true

    If monkey distance to player is <= 500px, shooting is true, and throw = 0

    • Set animation to throw
    • Set frame to 0
    • Set throw to 1

    (sub event)

    Every 2.22 seconds and throw = 1

    • Set frame to 1
    • (Shooting banana stuff here that works)
    • Set throw to 2

    If monkey's animation throw finished and throw = 2

    • Set throw to 0
  • Hi all,

    New to the forum but been working in Construct 2 for a couple months, and I need a bit of help.

    I have an enemy that is a sock monkey that drops down from the ceiling when on screen, facing the direction of the player. If the player is within 600px of the sock monkey, the sock monkey does a little "taunt" animation (facial expression changes). Now that all works.

    The problem I have is here: If the player is within 500px of the sock monkey, the monkey's "throw" animation is supposed to play as it throws a banana towards the player every 2.22 seconds.

    The actual banana portion works fine. The problem I am having is with the animation. The sock monkey is in frame 0 of the "throw" animation when the player is within 500px, and is supposed to go to frame 1 when actually throwing a banana every 2.22 seconds (sub event). However frame 1 is only a little flicker when throwing the banana. I can see it goes to it but it is SO fast, it's just a flicker.

    How do I go about slowing down the animation so you can actually SEE the monkey's arm throwing the banana? I only have the animation speed set to 1.

    Thanks in advance!

  • 5 posts