EightMan's Forum Posts

  • Perfect! Do you know if it's possible to make the music fade in and out without affecting the rest of the audio files/sound effects?

  • Hello! I have a game which I would like to add music to, but I'm unsure on how to set my music files up so that the main menu and settings screen share the same audio track. Any tips?

    Basically, I have 2 music tracks which I would like to use. One is for the main menu and settings, and the other is for the game itself.

  • Thank you! It's working perfectly.

  • Hello!

    I've checked some countdown timer topics here on the forums but most of them work only with seconds. I would like to create a 10-minute countdown timer on the screen that shows both minutes and seconds, but I really don't know how, besides using a global variable and adding 1 second at a time.

    Any help would be greatly appreciated.

  • By the way, now that we're here, do any of you know how to set-up a coundown timer on the start of a layout? I would like to make a 10 minutes countdown in-game, while also letting the player know how much time is remaining. I've seen a couple of methods but most of them are focused around small 3-second or 5-second countdowns.

  • It didn't fix it, unfortnately. However, since they're melee, I just replaced the distance event with "On collision with (player)", so it's working now. Thanks a lot for the help!

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  • I got the enemies to move and attack! Everything's working out great so far. My only problem at the moment is that they only attack when all of them are in range (they're melee, so unless they're all around you, they won't attack). One of the enemies seems to be able to attack me while being alone, and he deals more damage than the rest, so the melee attack system is kinda flawed. Any idea on how to make the system calculate distance individually? Here's a screencap of the events being used.

  • Do you known if it could be possible to swap out the current global "ang" variable for a normal instance variable? assuming there's more than one enemy on screen, wouldn't this make all of them play the same animation regardless of where they are?

  • I'm actually using Pathfinding at the moment since there are obstacles in the map. What I can't figure out is how to make the enemy play the right animations while walking in a specific direction. Right now, they can find the player quite easily, but they don't actually use any of the animations I set for them. I reckon I should do something similar to what I did with the character's movement animations (Setting the direction, then playing an animation depending on which one is active). I disabled diagonals and "rotate object" to avoid problems, and I think I have an idea on how to make the enemy attack when it's next to the character, but I would appreciate any help on how to make the enemy walk in the right direction while moving.

    PS: Using "Find path to (Character.X, Character.Y)" the enemies go straight for my location, but they never move from there afterwards. Any idea on how to update my location?

    Update: The enemies are dealing damage while playing their animations now.

  • Alright, that fixed it!

    Thanks a lot man. I learned a lot with this.

    By the way, since we're here, could you point me to any enemy attack animation tutorials? I made an enemy that is supposed to stop and attack just like the playable character, and I'd like to know if anyone else has made enemies that move in only 4 directions and attack from up close (which I assume should be done with Pathfinding but I could be wrong).

  • I compared your capx with my project, and for some reason, even after doing the same changes, the character still moves while attacking. I really don't know why this is happening.

    Here's an updated version of all movement events. I seriously can't spot what's causing this.

  • It didn't work, sadly. I can move while attacking and then the character gets stuck in his first walking frame whenever he's standing still. Don't worry though, my temporal fix is still working fine so I can continue testing everything else.

    What did work, however, was the rapid fire fix. I had to put "Trigger once while true" on event 25 though, since putting it in 23 made the "spawn another object" event useless.

    By the way, the bullet only goes to the right at the moment. What do you recommend in order to make it go up, left and down, accordingly? Right now the bullet is set to spawn at the third (#2) animation frame. I suppose I should try to use "set angle" to change its trajectory, or should I create a new object with a mirrored/upside-down bullet?

    I apologise for the tardiness in my reply. I wasn't home, but please keep in mind I'm very interested in getting this to work and I appreciate your help.

  • Alright, here's the updated event screen. Made some changes of my own so the character would stand still while shooting, and the animation is working correctly now (thanks to your tips, of course). However, even if I disabled 8Direction while shooting, I can still make the character look to the left, down and up, which pauses the animation and makes it start over in the new direction. Also, the character is shooting way too many bullets per attack, as if it had some sort of burst-fire mode selected. Made some changes to make it fire less projectiles but it's still shooting way too many. Is there any way to limit the attack to 1 bullet?

  • Hey there

    I've been working on an isometric-view game for a while, and I still can't manage to get the attack animations working correctly. They always get stuck on the first frame, so I would like to know if I'm doing anything wrong. I'll attach a screenshot of the event sheet for now, since some of the assets still need to be worked on and I would rather not share the capx until then.

    If it's possible, I would also like to know how to spawn an object (in this case, a bullet) with a small delay after the start of the attack animation.

    I'm sincerely sorry for not being able to share the capx, but I trust this screenshot is good enough information for you folks.

    (FYI: The "Stop animation" in event #22 isn't affecting the attack animations as far as I know. It's just there to make sure the walking animation stops before the attack animation begins. I tried deleting it and the outcome was the same)

  • Oh, alright, gotcha. Is there a way to DM you the capx? I think that'd be for the best, due to how incomplete it is in some ways.

    Edit: Nevermind. Seems like I have to reach 500RP in order to send DMs. Could we talk about this over skype or something? I'm really sorry for not posting the capx here, but as I said, I'd rather not share it until everything is in place, and I'm still working on some extra animations.