Daggio's Forum Posts

  • I just thought this on the fly, so it might not work, but you can try

    1. Check whether the player collides with the block

    2. Check whether the push button if pressed, if so, change the state of the block to "dragable"

    3. While it is "dragable" and arrow button is pushed, move the block with simulate control (8 direction) the same speed and direction as the player

    4. If the push button is not pressed, change the state of the block

    hope that helps

  • shooting without the mouse is the same as shooting with the mouse, you just change the event from mouse click to keyboard input (on key down event)

    the code for shooting standing up and crouching is the same, because basically you just create a new object from an image point, just make the same image point index from the two sprites (standing and crouching)

  • ^you can put it on a public folder on dropbox

    edit:

    what do you mean by "touched"? do you mean the player touch on the button? or touch on the layout? check your event, and see if the event is touch on object

  • wait, there's a "function" in there? how come I never notice? must be a new feature

    anyway, thanks :D

  • owh, I need a newer version of construct to open the file. Turns out mine isn't up to date enough.

    I'll check it out later, but thanks

  • ouch, no reply yet?

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  • Hi guys,

    I want to make some kind of small RPG, in this RPG the battle happens automatically. So the player would run/walk and meet enemy, and they'd automatically fight.

    My game has several state, one of them is "inBattle" state. In that state there are a few phases, like: defineAttacker, calculateHit, calculateCritical, calculateDamage, and dealDamage. The problem I'm having is in the dealDamage phase.

    what I want to achive is character (player) and monster take turn attacking depending on who is attacking this turn (decided in defineAttacker). But it seems while the monster is in the process of attacking, the attacker changes to character. So the character attack before the monster even deal its attack.

    I think the problem is in the attacker variable, because the value change fastly when it is monster's turn. I know that is the problem but I don't know why that problem happens, because the attacker is decided in the defineAttacker phase.

    So I want to know, is there a good way to manage states (or phases), or there is a way specific for construct to manage it

    here's the file in dropbox: dropbox.com/s/t6i9qf725vcvglz/EXP%20project.capx

    thanks

  • Greetings :D

    I am Arya, from Indonesia, I just purchased a personal license of construct 2, hope I can make some great games with it

    btw, is there any tutorial on how to publish to iOS and android? because I don't see an additional option in the export window, even after I purchased a license.

    be lurking this forum around :)