imhotep22's Forum Posts

  • What do you mean by link together? Like which button upgrades what stat, or you want to use the container to make two objects act like one?

  • Why do you keep the monster life as a global variable? Never less you can add event that will check if time is 0, then reset all those life variables to what ever value you like.

    event system -> compare global variable -> time <= 0

    action system -> set global variable -> health1 = 10

    action system -> set global variable -> health2 = 10

    ......etc

  • The basic attack should be simple to make. Add a mouse or a keyboard object, and on key press event add your attack actions.

    The combo attack its a bit tricky, I'm not sure when you want to be usable, but lets say you can use combo when enemy is bellow 5 hp and you need to press left click mouse and q at the same time.

    First you add a global variable called combo attack set it to 0 on start, also you will need to add a instance variable to the enemy we gonna call it bellow_50 set it also to 0 on start, then add an event with conditions, left mouse pressed, q pressed, combo attack is 1 and enemy instance variable bellow_50 is 1. After that you add another event which checks if enemy is bellow 50%, and add the actions global variable combo attack set to 1, enemy instance variable set to 1. When this to are set to 1, then you can combo attack the enemy, go back to the combo event check and add your actions.

    For the charged attack, add a global variable called charged, add an keyboard event when key is being held down, add another condition every 0.5 seconds add ad to action to increment the global variable charged by 1. Now you will need another event when key is being released, as action add damage + global variable charged, this will add all that extra damage to the attack. and you reset the variable to 0 after that.

    I think that should be it, but take a note this is advanced construct stuff and its hard to implement, it will take a good event scripting and trail and error's until you get it right.

  • Maybe this will help.

    scirra.com/tutorials/4897/sending-an-email-from-construct2

  • Yeah, you can use Boolean instead, but its a same thing won't make any difference to the logic.

    I am used to writing in C where there is no Boolean operand that's why I used 0,1 logic.

  • Here, it will work now.

    dropbox.com/s/xryesn1ozd9m0rv/sample1.capx?dl=0

  • hm for some reason construct forum changed the link, here's the new one, sorry for that.

    dropbox.com/s/5dluuathupbx0m2/button_click.capx?dl=0

  • Sure, here it is.

    dropbox.com/s/5dluuathupbx0m2/button_click.capx?dl=0

    edit: I changed the link, it should work now.

  • Just add an instance variable id to your button's, set the first button to id 1, second to id 2, when you make your event, add button compare instance variable id 1 for the first button, 2 for the second, and it will work like a charm.

  • Yeah, like that, but you can add any value (does not need to be explicitly 1) depending on how you structured the player stats and how strong the power up is, just don't forget to reset the same value back to normal when the power up ends.

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  • You can keep your player stats in an array, when you pick up the power up, increment the array cell value corresponding with the picked up, power up, after the duration is over just decrement the array call back the default value. Just don't forget to set the array values into the player instance variables ( or where ever you keep your player stats) on layout load out, and when you pick up the power up.

    Using array is the best choice I think because you can easily modify the values whenever you like especially if you have an ingame shop, also array can be saved as Json so you can save the variable modifications even after the game is closed.

  • The bullet behavior did the trick, the implementation got a bit tricky, but I got it right in the end, here's how it looks like. Thank you for the help.

    i65.tinypic.com/10fncy8.png

  • I am making a top down game, where the player moves the character using the mouse, the movement is calculated using the patch finding behavior. I want to implement a slippery floor (tiled background), when the player is on this floor, he is suppose to slide a bit before coming to a full stop in the direction he is moving, to make the game move difficult.

    I tried many ways to implement this using the path finding behavior, but I can't seem to get it right so far, can any one help me or give me an idea how to implement this slippery effect?