Hexxiss's Forum Posts

  • Nevermind, must be much more careful in the future when assigning things as containers. I figured it out!

  • Currently, I have a pathfinding enemy on the screen, which is a container for a health bar. However, the health bar has no instructions to duplicate the enemy, yet when I start the game, there is a 2nd enemy, but only when it's made a container for the health bar. Should I remove it as a container, it goes back to normal.

    Has anyone else seen anything like this, or know how to make it stop?

    Thanks!

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  • Awesome, I will give that a try, thanks!

  • I've checked my code, a million times, theres nothing that tells any layout to produce items on the restart menu layout. The restart menu layout isn't even associated with any main Event Sheets currently, it only runs of it's own, so for the most part its not really associated with the rest of the project.

    Currently, when enemies are destroyed they spawn an item, could the changing of the layouts, be "destroying" the enemies and would that enable their items to then be spawned on the new layout created?

  • Currently, I have my restart menu in a separate layout in my project.

    However, every once in a while objects that are supposed to drop from enemies will randomly show up in my restart menu, despite the fact that there's nothing on the layout that should spawn the items, and the items aren't global.

    Does anyone have any idea how to keep this from happening?

    Thanks guys!

  • Currently, when the game has a game pad connected, you can't use the Keyboard unless you physically unplug the game controller.

    Is there a good way to tell the game that if a Game pad is connected and the Keyboard is used (probably on any key pressed) to ignore input from the controller?

  • I have a rather large adventure game, and a song that currently runs as the main theme.

    The problem I'm having, is when you leave a layout and enter another one currently, the main them will then start playing again over the top of one that was started in the previous layout.

    For some reason, I can't get this to stop, even when using the "trigger once while true" method.

    Does anyone have any ideas how to keep this from happening?

    thanks!

  • Well, they already have the persist behavior, and that still doesn't seem to help at all. Though, they aren't currently Global, so I will give that a try, didn't even think of that! Thanks!

  • so I have multiple layouts used for a single level. Some of the objects have a chance to change their appearance (and what they do) between 8 different things. The problem is, if you leave a layout, and return to it, the game will then tell it what to be randomly again, and change it to something else.

    Is there a way to have a randomly generated object, then STAY that object and persist, despite possibly leaving the layout and coming back?

  • So, I've searched for an example for this and can't seem to find one.

    In a top down adventure style game like Diablo, is there a way to use pathfinding to make enemies wander randomly, and take into account obstacles on the screen (so they will pathfind around them) and still make it so they will then chase and attack the player should they get to close?

    I've tried everything I can for probably the last month now, and can't seem to find a good example of this.

    If someone could help, I'd greatly appreciate it!

  • I want to create a sort of "waypoint" system for an enemy to path to. Is there any way using Line of sight for it to know to travel to the furthest instance of an object (or nearest if I decide to do that also)?

  • When using the pathfinding behavior, it seems there's very limited things you can do while an enemy is pathfinding to it's destination. Is there a way to make it so if the player gets too close to the enemy, to make it actually attack, despite the fact that it's currently pathfinding/calculating it's path?

  • I can figure out touch controls for side scrollers rather easy, however I'm doing a top down shooter game, and it's proving to be really difficult.

    You can obviously go up, down, left, and right but I want you to be able to rotate and face that direction that you're traveling in, so you can shoot that way also.

    So far "rotate clockwise/counter-clockwise" has lead to iffy results. Any ideas?

    thanks!

  • I have a waypoint system set up I would like to do, to move enemies around, without the pathfinding behavior.

    When they collide with specific waypoints, it will change their direction based on a number value.

    The problem is, I don't want it to always choose all 4 random numbers. Sometimes, I would want it to pick a random number out of 2 numbers, or 3 numbers, so how would I do that?

    I know how to randomly generate the 4 numbers, but what would I do if I wanted it to set it to either 0, or 2? Or 1 and 4, or 0,1 and 4?

    thanks!

  • I'm currently using 8 directional movement for my player character, and I can auto save the game, and all that, which works great. However, when I load the save file, it's as though the save file that is loaded also saved the fact that the character was moving up, or down at the time that the game was saved. So when it's loaded, the player will move up or down, despite not having to interact with the keyboard or the controller. Is there any way to keep this from happening?