enefeye's Forum Posts

  • thank you very much for your reply and great suggestion. im not familiar with ray casting but will definitely upskill on it. thanks again! regards, ronnie

  • hi there,

    im coding a scrolling platformer and have tried using conditional logic for my enemy AI to move towards my player - it seems to work well with the attack process initiated within a specific sprite proximity.

    everything works great but i would like the AI to have the ability to follow my player by using jump. my player jumps from rooftop to rooftop and the AI just falls off the roof when trying to follow my player to the next building.

    I could define a transparent sprite on the edge of the building and when the enemy collides; initiate a jump - that would probably work, but i was hoping someone could suggests a cleaner / more refined solution?

    thank you kindly, regards, ronnie

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  • thx lionz - I will investigate further. I really appreciate ur input. :)

  • Hi there,

    Is anyone else having calibration issues with their mouse??

    I have a high-end Razor mouse that is working perfectly on all other software.

    In construct 3, it is practically unusable with regard to dragging around and transforming sprites on my layout.

    When I drag down to draw a blow box - the box draws about 5 cms diagonally right up from my click point. I am unable to reposition anything or even double click on objects.

    I'm running V234.4 (stable) and did not have issues like this on the earlier releases. I have gone to my Razor settings and reduced sensitivity and polling rates to no avail. as you can appreciate - this is frustrating :)

    Any suggestions would be greatly appreciated. - I'm thinking about restoring to an earlier version?

    kind regards,

    ronnie

  • Hi there all,

    Im very new to construct and really enjoying the game making process. Most of my knowledge upskilling is from looking up forums or youtube vids on the function / feature im working on at the time.

    appreciating there is more than one way to achieve the same result with slightly different logic and coding, im finding my organising of groups starting to get a lil messy and some of my functions not quite doing what i'd like.

    I was hoping someone might be able to please help with the following 3 questions?:

    1) my AI (security guard) seems to be working pretty well, with the exception of 2 things:

    I'm trying to have the collision with the security guard only be allowed once every 0.5 seconds. i tried playing around with WAITs and STATE loops, but have yet to be able to find the code / logic to achieve this. Ultimately, I will apply the same logic on the PLAYER's attack.

    2) the Security guard has the LINE OF SIGHT behaviour and responds and moves well with it. I ended up using the SIMULATE CONTROLS as the MOVE TO didn't seem to work well (it kept stopping the sprite). Currently the guard does not jump over the building to track me? is this because im not using the MOVE TO? How can I get him to follow my character?

    3) when coding my attack collisions. is it best ot have my attack animation wider? so, i can use that extended collision boundary when trying to determine with and attack overlapped the enemy sprite? i noticed again, there are many ways people attack this (pardon the pun). some spawn and pin sprites after the attack button is pressed, other's just use the attacking player animation. some use boolen states changing into attack states, while others don't worry about this. it is difficult to know why some different techniques are used over others i.e is there an efficiency of resources / ease of reading code or is it it just a creative option by the programmer.

    any help on any of my questions would be greatly appreciated. thank you :)

    drive.google.com/file/d/1PoNS4xd4RBkqrqgUxq5Ws6n-N16MjPX8/view

    kind regards,

    ronnie

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  • thx again calm - everything is working great as per your help :)

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  • awesome stuff calm! I can't thank you enough. im really excited to get stuck into the game now. I enjoy the creative component but understand it's most important what's under the hood for it all to work. I usually watch loads of youtube tutorials - which are usually pretty good, but couldn't find anything that would assist this time. thanks again!! kind regards, ronnie

  • yes! it looks great!!!! why does it looks so simple after seeing it lol. it would just appear that every time i need to create a character object (after death or new level) on that event sheet, I would need to include the charselect=1 then create...etc and do that for charselect=2, 3, 4 ,5 and 6?

    this seems very doable :) :) im soooo happy. thank you!!!!!!!!!!!!!!!!!!

  • wow calm - that is incredibly kind of you to do so much for me - i appreciate your generosity so much. thank you. i will habe to re-read a few times lol but yes, i do get the idea of the different options. i will take a look at your example, but need to head to bed soon as need to get up in 7 hours :)

    there will be a massive amount of animation frames. there will be a IDLE, RUN, JUMP, ATTACK, SHOOT, CLIMB, SIGNATURE MOVE, CELEBRATION, DEATH, SQUAT plus a few more probably. The game is mainly about the characters. my son loves art and is designing each character to look exactly like each mate. each of the animations will ultimately have anything from 8 to 30 frames. sooooo that's 80 to 300 frames of animation for each character.

    the characters won't be just different colour as with ur mario example, but instead will have custom clothes, mannerisms and signature moves etc.

    i will re-read your notes a few times and check out the link you sent. i have a mate at work who is very cluely with programming, although hasnt used construct before. between the two of us reading your notes, hopefully tomorrow at lunch we can have some success. thank you so much ! regards, ronnie :)

  • oh sorry calm - yeah maybe i didnt quite understand. sorry and thank you very much.

  • thx again calm - you offered great suggestions. i have tried copying the sprites to a family (you may see it defined in the project)

    i am struggling how to pass the character selection on to each bit of code for the rest of the game

    eg. if player selects the character, BEN, then i don't know the syntax how to reference the specific animations for BEN from the family. My basic understanding is that the convenience of the family is that any command can be performed by any of the family members. i dont know how i can access the BEN animations for the rest of the game.

    I was looking for a way for instance where in my code i currently have; BEN(sprite) set animation to IDLE,

    to instead have VARIABLE set animation to IDLE. this means whatever selection populated and set the variable at the start will always be able to be retrieved.

    I know how to set global variables, but are you able to please show me how to reference pulling it in my action code?

    kind regards,

    ronnie

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  • haha awesome! fixed. thank you soooo much! im glad it was something silly on my part - won't let that happen again. Thanks calm :)

    could i possibly ask if you had any suggestion with regard to how best deal with character selection. I did a post on it the other day and even tried to get a programmer on fiverr to help,but no one could specifically tell me how to code it.

    the game will be a present for my son. it is based on his recent trip to japan with 5 of his mates. each level will depict some activities they got up to and will be a chronological journey following their itinerary.

    At the start of the game, I want the player to choose which character they want to play with. i.e animation of my son, Kalem, or one of his 5 mates. Of course, once they select the character; that player animation will be needed throughout the game, which will include destroying and creating objects.

    I have done the movement controls for Kalem and in reality, any of the 6 characters can use the same action coding. Just in trying to see how this might work, I created movement controls for a different character called Ben - the animation will be redrawn to look like him, but for the meantime, i stuck a blue circle on his head for all his animations, to differentiate between his and Kalem's animations.

    All 6 characters will have the same naming conventions for their animations i.e IDLE, JUMP, RUN etc, so a family could be used in some cases. I couldnt get my head around whether using a global variable or an array might solve the problem, but at present feel a bit out of my depth with regard to understanding what features / functions may address this or whether i need to do some java and bridge it to construct - all of which i know very little about? :)

    Having made a construct 2 game about 5 years ago (and forgotten most of the things i taught myself lol ) im confident once i get passed this selection issue, the bulk of the game build will be within my limitations as a noob game maker.

    In summary, I need to have the player select 1 of 6 characters. that choice needs to be retrieved multiple times throughout the game and used for the whole rest of the game, so as to trigger the correct animation for the character picked. I hope this makes sense? :)

    regards.... again,

    ronnie (sydney,AUS)