dmandork's Forum Posts

  • 5 posts
  • I want to use tilting functions, but I would like to also be able to add a touch button that would deactivate the tilt feature, and still allow me to use buttons to simulate tilting (basically a button for left and right that acts as a tilt if your phone doesn't have a gyroscope or you don't want to use tilt.) I tried setting Gamma to 0 but that doesn't seem to work. Do i also need to set Beta to 0 to prevent the forward and backward tilt being detected? Any insight would be awesome, thanks!

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  • *Headdesk*

    Thank you so much! I had a feeling it was something really silly like that

  • Thanks for the reply! I assumed that was the issue, and after working for a few hours and using the overlap at offset function i have seemingly been able to detect the direction that i am coming from, but for some reason i cant get the Boolean to trigger the 8-direction simulate control. i cant get it to trigger in the text boxes just fine but the red square stays at a halt. Even still, using the overlap seemed easier but for some reason i cant get the box to move using overlap at offset. It seems to work better at detection but i cant test it if it wont move.

    Also I was wishing that I could somehow figure out how to use the OR blocks in a way that I could choose one or the other but i was have little to no luck trying to figure out how to set it up.

    heres my capx if you want to see it again.

    dropbox.com/s/dpta8brbtwj5yqs/enemyAImovement.capx

  • Hello! I am tying to make a top down 4 direction rpg style game and I am trying to come up with a way to make a certain enemy run away from the player in 4 directions. I assumed that I could tell the enemy sprite to compare it's location to the player and use that information to go the opposite direction.

    Using the 8-direction behavior I have been able to successfully get two different results. While I have all for directions activated it seems that it only wants to slide left or right, or up and down. If i deactivate the events for up and down movement, the right and left will work correctly and vice versa. This lead me to believe that I was using the wrong approach. I have also tried using the bullet behavior with no avail. The farthest I have come Is this current .capx I have using 2 separate 8-direction behaviors for up and down, as well as left and right. This as you can see has yielded me results in which the enemy wants to move diagonally in 4 directions instead of up down left and right.

    Any insight on a better approach to this problem would be greatly appreciated!

    Here is the .capx

    dropbox.com/s/tvrnsb2dovg3tks/enemy%20AI%20test.capx

  • So i have been searching all over the forums, looking at people's examples(mostly platformers) and i have been trying to figure out why my animations for attacking are getting stuck. I can get my sprite animations to move in the 4-directions and stop moving, but i can't seem to get the attack animations to play. I feel that my problem is that it's stuck using one animation and not switching to the next correctly? I tried splitting up Movement, Idling and Attack into separate groups but it didnt't seem to help. Also, I want to be able to see the animation in all 4 directions so maybe adding the extra variable of checking the direction is messing it up? Any insight would be greatly appreciated.

    I think my problem is that i need an effective way to deactivate the movement or idle animation, switch to the attack and then back to idle. Also im not sure why but i haven't been able to get the bow animation to work in any direction with or without movement events

    Link for capx

    dropbox.com/s/fcfrzfozfy3ahha/Gametest1.capx

    EDIT- spongehammer I changed it to a .capx

  • 5 posts