ephrisian's Forum Posts

  • You are absolutely right, I had to account for the fact that my npc can't have a controller separate from the Animations unless I had the controller attached to the animation, which doesn't make sense.

    Here is the result:

  • I'm using a mechanism to change the animations based on direction for my sprites. I'd like to use the same logic for all my NPC animations, and ideally all animations in general.

    NPCs work great, when there is only one on the screen. But, when there is two and they move in different directions, everything gets weird.

    Here is what I have so far.

  • It would be possible, if you add a sub event to on start and check the checkpoint flags you can set the position.

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  • I use this to most of my projects

    https://www.scirra.com/tutorials/398/to ... ers/page-4

  • You can try to make the enemies spawn when not on screen and checkpoint set. This way they will be there when you reappear.

  • I gave it a try, however it doesn't allow for ongoing animations.

    Right now I'm using angles to determine the animation.

    If moving

    • > if angle between 0 and 90
    • -> set animation walk_up
    • --> if attack pressed
    • ---> set animation attack_up
    • ----> on animation complete
    • -----> set animation walk_up

    [SOLVED]

    I solved it but it cost me 35 events.

    Here is the .capx

    https://www.dropbox.com/s/k3bjn3yzk88um ... .capx?dl=0

  • I've been looking for this answer on the forum and just can't find it.

    I have a 4-direction character (up, down, left, right) and I'm controlling their animation based on the angle of motion.

    However, I also need the attack, hit, etc animations the play based on the direction.

    How do you trigger the animation based on direction without a wait condition?

  • That solution is a life saver!

  • I'm trying to achieve this same thing but I'm using a Function to spawn the object by name in order to generalize the EnemySpawn function.

    Is there a way to accomplish this since I can't Pick all "Function.Param(0)"

    SOLVED

    I just added a blank sub-event with Set healthBar to Enemies.imagepoint 1

  • How do you add an existing object to the layout? If you tap and drag nothing happens, if you double tap you edit the sprite, if you tap and hold you edit the object.

    The same goes for the sprite screen, I can't see any other frames just the first one. The frame screen in behind the main editing screen.

    [Update]

    After so trial and error, I finally went to Menu -> Settings and changed the view to desktop on my tablet. With the desktop view I am able to drag and drop objects and see the frames window in sprite editing.

  • Thanks for the examples.

    I'm curious, how can I see what type of tiles are around me? I'd like to be able to set the tiles to a specific type when there is wall below them vs floor below them.

  • I've been looking for an example .capx for the DungeonGen plugin by rexrainbow but I can't seem to find one anywhere.

    Does anyone have an example of how it's used?

  • I figured it out! I'm using the Platform Move To, but the object isn't a Platform.

    Basically I'm trying to figure out how to make a patrolling enemy that will flip around when they collide with a wall and walk the other direction.

    I had it pretty well established with ZigZag, but it involved a lot of clearing the queue and the restarting which made the enemy unpredictable after several starts and stops and resulted in them passing through the wall.

    [Desired Logic]

    Enemy LOS on Player => Enemy: ShieldUp, NotMoving, Invulnerable

    Enemy !LOS on Player => Enemy: ShieldUp, Moving, Invulnerable, Wait X, ShieldDown, Vulnerable

    • -> Player behind Enemy => Enemy: Vulnerable

    Enemy Moving => (F 50, L 180 (repeat))

    Enemy collide with wall => Clear Queue, L 180, Clear Queue, (F 50, L 180 (repeat))

  • I'm getting an error with the latest MoveTo build in C2.

    Unable to get property 'simright' of undefined or null reference.

    http://localhost:50000/Platform/behaviour.js, line 1221 (col 12)

    Any thoughts on this? I noticed it happens when i attached the ( PlatformMoveTo move to (distance, Right side)

  • Yes! I actually am working on some changes that allow me to have the dialogue follow the player or switch locations based on the players location on the screen.

    My next modification will be to make a "target" for the dialogue box to follow.

    It will hopefully look like a comic strip when I've made the changes.