InDWrekt's Forum Posts

  • When I clone the slime object, it is copying all the values that are found in the original. I don't think that is the problem you are having. I believe, that the issue is, your events are coded to the slime, not the family.

  • Scratch my previous post and just do this:

    As I said, there are better ways to handle what you are doing and I didn't plan looking into it further but decided I'd just play with it for a second. That last event should do the rotation part of what you are trying to do with all the button press events you had.

  • All of your events are firing together. There is no condition to stop the individual button events firing at the same time as the multi-button events. E.I. - When you press W and D, the event for just W, just D and both W and D all fire causing your character to rotate for all these events at the same time. There are definitely better ways to handle this but given the events you have, if you just order them this way (notice the else statement which ensures the events won't fire over each other) you should see the result you are looking for.

    Put the double key events first so the single key events don't get caught first and block them.

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  • To be able to help you, we need to have access to the project, not the exported game. Save your .c3p file to an online hosting platform like dropbox or google drive, make it sharable and past the link into a forum post. Then we can download the project, open it in Construct and see what is going on.

    I noticed playing your game that the players origin is messed up so when you turn around the sprite changes position. It is so off that if you walk next to a wall and try to turn around, you wind up in the wall and can't move. This only happens when using wasd, not the arrow keys. The arrow keys don't turn the character, they just move it.

  • I prefer the power of outside animation software. I use Krita for pixel and traditional animation and Spriter for 2d skeletal animation.

  • You just need to copy the link and put it in a post.

  • Welcome to Construct. Please read this pinned forum post for the best ways to get help in this forum:

    construct.net/en/forum/construct-3/how-do-i-8/best-help-tips-forum-139528

    As stated in the post, the easiest way to get help with issues is for you to give use access to your project.

    Somthing that may help (no guarantee without seeing the actual project) each layout has a separate instance of the player (and other characters). When you leave one layout and enter another, every change made to the player will be reset to the level default. To persist information between layouts, the information needs to marked as global.

    On a side note:

    I plan on repeating this for every level

    Duplicating code over multiple event sheets is not a good idea. If you find there is a bug, or want to add a new feature, you have to remember to make the change on all event sheets containing the duplicated code. Instead, layouts can all use the same event sheet. Also, if you do have events that are specific to certain layouts, you can include an entire event sheet into another. So, put all your common events into one event sheet and include it in all the other event sheets that need it.

  • Try this out. The controller object requires you to reference an index on all events/actions tied to it. Give your characters an instance variable set to the controller index they are using. Then, loop through all the controllers and check the events passing the loopindex in as the controller index. See the image below.

  • On your "is in touch" event, try adding the system "trigger once while true" condition.

  • construct.net/en/tutorials/series-in-game-shop-117

    This is a Construct 2 tutorial but the concepts are still the same.

  • Can you post the project so we can see the issue?

    As for having to be really close to the turret, the turret behavior has range a property. The is the distance in pixels from the origin of the turret that allows the turret to pickup a target. Raise this number until it is acting the way you want.

    Did you give your bullet objects the bullet behavior? The turret just spawns an object without giving it any properties. The bullet behavior is what causes these objects to act like a bullet.

    On the bullets becoming huge though, I have no idea without seeing your project.

  • Ok, just a real quick rundown. The instance of the game that is the server/host should be the only instance that decides where objects are, the state they are in and the actions they are taking. It should then send out a packet of information to all connected clients updating them with all the information they need to display properly.

    All client instances should only collect user input and send it to the server, receive updates from the server and draw the clients viewport from the updated information.

    How do you do this? Well, there are LOTs of different ways to handle it. Some games have a separate program that just runs as a server with all the server code and a client program with just the send/receive/update code. Others use a variable which defines if the current instance is the client or the server and runs the necessary code accordingly. Construct has an IsHost expression that can be used for this.

    Unfortunately, you are going to have to evaluate what will work best for your specific project.

  • Without seeing your project code, it sounds like your client is running code that should only be run by the server. When the client connects, does it run the code to randomly set the position of the asteroids or does it get the position from the server and just set the asteroids using that information?

  • Then I would suggest keeping the tiles as separate objects. If you place them all in a single object, it will be more work and harder to fix. To organize the tiles, I would place them all into subfolders organized either by type or location (i.e. grass in one subfolder water in another or tiles for forest zones in one subfolder and mountains in another). Also, I would suggest you build yourself a level designer. It will make a world of difference designing your levels.

  • Generally speaking, sprite fonts and Chinese have never worked particularly well together, because generating and processing sprites for 20 thousand characters is not very efficient.

    cause i need make add many text for my game ,Chinese had Thousands of characters

    Interesting. Thank you for letting me know. This is something I was unaware of. However, I fail to see how creating a spritefont will be any different than creating any type of font. In either case, you are still required to design all the characters needed. Whether it is an actual font or a spritefont, it doesn't change the number of required characters.

    You would probably be better off looking for a royalty free character set already available online.