IronHeart's Forum Posts

  • **Update: Hey guys, I figured out how to set it up so I'm good!**

    Hello there! :)

    I'm trying to get an object called "shadow" to do multiple things.

    -- Create multiple shadow objects for each monster in a family and these shadows follow the family objects independently

    -- Adjust its position on a monster family by using a variable or 2 variables (x and y position)

    -- Adjust its size by using a variable (1=small,2=medium, etc)

    So basically I'm trying to get it to the point where I can drag a monster object from a family onto the layout. Set the variables on the monster to position the shadow(x,y), change the shadow size, and have the shadow follow the creature by its own instance or self without gathering or affecting the other same shadow objects.

    This seems to be working alright, but is it setup correctly? I'm wondering if there is a better, more efficient way of doing this.

  • Thank you dop2000. I sort of found a way to make my cliffs cover other objects by making the edges into objects (5 objects the size of 32x32) then copy them and line them up with the tilemap. I then added them to the sortable family and it works, although with limits since anything going passed it too much will make other objects place over them. This probably isn't a good way to do it, but it's something. This is what I have so far.

    drive.google.com/file/d/1Vb2qYaGinbTxjFNPeiRUhDX9YTkjb6Op/view

  • I'm using a family sortable system that uses y ascending imagepointY (YCompare) with objects and the player. This moves the objects to different layers "Infront" or "Behind" to make it look like the player, trees, and grass go in front or behind each other - giving that distance look. I made two tilemaps. One that places dirt and grass tiles and the other one for cliffs. I'm looking for a way to have the cliffs work similar to the sort system where the trees, grass, rocks further up the imagepointY go behind the cliffs and the ones below that appear on top of the tiled cliffs. Any ideas on how to do this?

  • Thanks mrcgkh for the setup! I made something very similar to this one you made. Looking at your .capx I'm glad that I was going in the right direction because I wasn't sure my setup was good or bad.

  • Thank you Maverick1912! I was thinking of making objects for the bridge to change layers. Two objects on both sides of the bridge to set the layer below the player just before walking over and the other objects below sets the bridge in a layer above the player. I'll try making a variable to set it once the player overlaps the objects.

  • I've looked around and found an old topic about it, but the link the guy posted doesn't work anymore. Looking for a way to make this for horizontal and vertical bridge objects in a family.

  • Thank you Dop2000! This is very interesting! :0

  • Thanks! I wasn't sure if making the enemy a solid object was the best idea or not because it was too easy. I figured it was done in a way that had them distance themselves when they touched - I tend to make things seem more complicated then they really are lol.

    Hmm, not sure where to start when using a grid system. Will need to look around a bit. Still learning expressions, arrays etc. They seem to be very difficult for me to understand.

  • Hey all!

    I need some help getting mobs to go around objects (solid objects) that are blocking its path to the player. I have looked around and I cannot seem to find a video or guide to help me. I also seem to have a problem with enemies stacking on each other. I made them solid objects, but I feel like I'm doing it wrong? This is for a top down game and not for a platform.

    This also brought up how I can have items that drop from enemies not overlap each other and drop/pop out near the monsters defeated. I was wondering if there is a simple and easy way to do this? I did figured out how to make the items spawn on their position of x and y, but not near it.

  • Thank you for helping me!

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  • Hey there!

    I followed a guide on how to make this experience system from this https://www.scirra.com/tutorials/720/st ... nce-system. Tobye, the person guiding me on how to make it said that if I had the paid version it would be best to change/move arrays and characters with families. I was not sure what to move around and wanted to ask him how I could use the families for the arrays and character. He posted a capx to show how to do so, but the link doesn't work now and he didn't log in for two months. So, I was wondering if anyone could help me understand how to move the arrays and character and make it work with families instead.

    Thanks

  • It works! Thanks for helping! (love ya) :3

  • I'm trying to make a bullet use a % for damage that scales up or down. If that makes sense?

    Something like this..

    Base Damage * % = Damage of bullet to the targets health.

    So..

    10 * 50% = Bullet does 5 damage.

    I'm not sure how to start this. How do I make the bullet use a % and use the base damage the player currently has to make the total damage?

  • Hey! Love your health behavior and how you presented it! (getting it soon)

    I was wondering if it would be possible to make an Item+Inventory Behavior?

    Example:

    **Item Behavior assigned to object_1. Object_1 can now be picked up or dropped by player/enemy (or both).

    • Can add particle effects to item
    • Item can move around or have pathways that player has to follow and chase to get it
    • Can change how it looks and could start another event (like picking up a gem and a boss appears or many smaller enemies)
    • Item can be equipped by player/enemy (or both)

    **Inventory Behavior assigned to player/object (chest, player/players, bags, etc). Player/Bag/object etc, item goes into one of these.

    • Object with this behavior acts as the vessel to contain the item when it gets picked up and can be dropped from it (box, chest, player, bag, etc).
    • Item can drop from Enemies or players if they get killed
    • single or double click, press of button, or touch can equip the item, use it, activate, or drop.
    • Can change how the inventory looks (a box shape with scroll features maybe, or anything you could think of)
    • Game could be paused with a Yes/no option with the behavior (toggles everything off maybe when inventory opens up?)
    • The amount of that item that can be stored in the same slot in the bag, etc

    Not sure if this is how it would work, but I gave it some thought.. lol

    Very hard to make an inventory and it takes a long time to make items pick up or drop etc. Still learning how to do it .

  • Thank you Kyatric!! *Hug <3

    Spent a lot of time on this and I'm glad the controls are working. :3

    Just to double check to see if it is 100% correct this is what I have..

    https://ibb.co/fQMCZa