GuttyKreum's Forum Posts

  • I totally dig what you're doing. Looks great, I like the style and I actually love the lack of background. If you do add any background images in certain areas they will stand out even more.

  • Testing out a new spell. You can hold down the attack key to charge up (drains more magic points):

    (gif quality settings mess with the purple spell color )

  • varr that's pretty cool. When the foreground overlaps the player, does the entire foreground fadeout, or just that particular piece?

    Thanks! Currently it's only whatever sprite in the foreground that you're overlapping. I can see that being frustrating depending on the area layouts when engaging with enemies so I may change it to make all objects in the foreground transparent when you overlap any.

    Cool work on the Mario inspired enemy interaction and block breaking!

  • Took some inspiration from the classic Zelda series for the gliding chicken available in this particular town.

  • I did not know that. Thanks!

    I also solved the issue by replacing the len events with Spritefontdisplay comparing its own text value. I am still not sure what caused the initial issue though.

  • I recently switched over to using Sprite Fonts from Text objects and am working on transitioning the events to reflect this. The following events worked perfectly fine when using Text objects but when I switched over to Sprite Fonts it seems that the len(SpriteFontSource.Floodedshrinestatue1) never equals len(Spritefontdisplay.text).

    It works up until event 2033 and I can't figure out why the issue is occurring.

  • You're right with your assumptions (I am a noob). I have been using Construct 2 on and off for a year and I have just discovered the use of Families. I also just finished changing all of the code over for the enemies to make use of the Family and it all works smoothly, Thanks!

  • I have the following example for when a specific monster is hit:

    I have separate events like those pictured above for each monster sprite in the game. Is there any way to do the above using Families in order to lessen the amount of code?

  • I apologize. I should have paid more attention to what I was writing.

    I have now created a family instance variable called 'FamilyOnhit' and changed it so that every monster has an event that triggers on 'FamilyOnhit' = 1 rather than using their own individual instance variable called 'Onhit'.

    When a bullet collides with the Enemies family it sets FamilyOnhit to 1 and affects every monster not just the one that was hit. How would I change the code to have it only trigger an event for the specific monster that was hit? How would I subtract from the 'hp' instance variable of a sprite called 'mushroom' (which is part of the Enemies family) using the an event regarding the bullet colliding with the Enemies family?

    If I code:

    Bullet on collision with (family)Enemies: Subtract 1 from mushroom.hp

    It will trigger that event when the bullet collides with any sprite that belongs to the Enemies family.

  • 1. You need to change the speed that the animation is playing for 'Sprite' to '0' from the animation editor. Currently it is set to '5' which is causing the issue.

    2. Unfortunately I am unsure about this one. I know that setting an object to be 'Global' prevents it from being destroyed at the end of a layout.

  • To clarify the title of the thread:

    I have a family called 'Enemies' which contains all of the sprites for monsters in the game. Each monster sprite has an instance variable called 'Onhit' that when changed to '1' causes an animation to happen among a few other things such as spawning a damage number sprite.

    I want to slim my code down (I made code for a bullet colliding with every single monster sprite which lead to a lot of events) and make it so when a bullet overlaps anything from the 'Enemies' family it changes the instance variable of the specific monster that was hit ('Onhit' to '1').

    If I do something like:

    'Bullet on collision with (family)Enemies'

    Any action that occurs as a result of that will affect every monster sprite that is within the 'Enemies' family.

    Thank you.

  • Thanks! Worked perfectly.

  • I am using the following code to display text one character at a time every 0.06 seconds.

    I want a sound to play whenever a non-space character is displayed but do not know how without something potentially super complex.

    Thank you.

  • Thank you very much!

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  • I have a projectile fired by a sprite that I am looking to have destroyed when overlapping any object that has a solid behavior as opposed to naming each object one by one but I can not figure out how.

    Thank you.