hperk209's Forum Posts

  • Thank you everyone for your responses. dop2000 your solution worked great, was nice and easy. Thanks again!

  • Sorry for the delay, we've been troubleshooting some things and then had the holiday. Thank you dop2000 we will try your example!

    I already have it set to ignore input on Platform Behavior, but I guess I could try disabling it altogether.

    Your sprite 'pinning' idea is interesting -- I'd not heard that. Makes a good deal of sense though. I'll have to look into how to 'pin' but I imagine that can't be too difficult.

    Thank you again for your suggestions and for taking the time to investigate and reply!

  • Okay thanks newt I'll try that! Collision by offset was a good temporary solution, only problem being that of course once the sprite moves out of that point of space the action stops. I'll look into the rays. Thanks

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  • I'll share the project as well. drive.google.com/drive/folders/1WlHEzfFi5CKFX74r_EF4JJY8fnsj7Zhv

    newt Okay thanks. Can the ray cast backward/negative?

  • From what I gather, this is the best way to share a project?

    drive.google.com/drive/folders/1WlHEzfFi5CKFX74r_EF4JJY8fnsj7Zhv

  • I'm gonna try and attach a copy of an in-progress school project. Gameplay works as desired for awhile, but in 9/10 games, after a minute or so, combat between units stops. They just start to stack up against eachother. I've tried disabling 'solid' as I know it's ignored by the physics behavior, but without solid, the units just walk past eachother (which I don't want). Anyone have insight as to why the units would suddenly stop? Thank you.

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  • Please see example. The enemies move left, and the sprite was drawn this way -- but the angle remains at default 0 degrees (otherwise the sprites would then face "backwards"). Need to make this enemy see what's "behind" it (even though it visually appears to be in front of it). I don't want to have too big a cone of view, otherwise it may attack unintended targets.

  • I am coordinating on a 2D platformer school project and just got a ton of 2D enemy sprites from my art dept. They're not facing in the desired direction to detect other sprites for ranged combat. I would normally just put them in a family and mirror them all. But this game has enemies spawn on the right side of the screen and move left, (and player spawn on left and move right) so mirroring them would make them all moonwalk.

    In short, is there a way I can invert the cone of view (i.e. make them see behind themselves) without having to go into a photo editor, invert all the images, reimport them, mirror them in Construct, and program the cone of view as designed? Or is there a way to 'trick' C3 into changing the angle/orientation without visually flipping the sprite? I have tried doing negative range and cone of view numbers like -200 and -80 but that's not worked.

    Thank you in advance!