jcook's Forum Posts

  • 11 posts
  • I found a good tutorial before and decided to take a look again. I was able to get what I was looking for by changing the .capx I found by jayderyu in their tutorial Touch Stick Controllers (sorry can't post links yet ). Here is a .capx of my desired controls and the original .capx with 4 different controls that are similar. The main difference I was trying to get was movement with one control and aiming with another.

    My butchering of the original by jayderyu:

    [attachment=1:29ae1ydl][/attachment:29ae1ydl]

    And the original by jayderyu:

    [attachment=0:29ae1ydl][/attachment:29ae1ydl]

    Hope this helps others that might want similar controls

  • Here is a small update. I removed the "For Each" to get some other stuff to work. I wanted the enemy to stand still and "attack"(once I make animations). So now they will stop and rotate towards the player when overlapping him. I found that sometimes they would run through the player and then lose sight of him. Since my enemies are supposed to be like zombies, I felt that they wouldn't just run by fresh meat because they missed .

  • Hi all,

    I am trying to make game with controls for desktops and touch screens. I have desktop controls for what I have in place, but touch is giving me trouble. I want to have controls for thumbs in the bottom corners of the game. The right one is for aiming and firing, and the left is for movement. So far the movement controls work as expected. However, the aiming/firing controls seem to move when the player moves. I tried to anchor the controls but it didn't seem to help. I will attach the game file and hopefully you can see what I mean. [attachment=0:2zlhmaaq][/attachment:2zlhmaaq]

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  • Well it seems my for each loop was the cause of the problem. Does the for each start a separate loop per instance or run it for one then start the it for the next instance and repeat? Before I added the for each my enemies were sharing certain variables like "alerted", maybe it was fixed with the last update. Anyway I attached my new file if anyone wants to see it.

  • Thanks Ubivis,

    Sorry it took so long to get back to this post. I actually tried the "near player" variable, but I think my events were off a bit so I deleted them. I will attach the file if you want to take a look. I probably need to pay more attention to my conditions for each movement type.

  • Actually here's the latest version

    Edit: not high enough rep to post url

  • Hi everyone,

    I have a simple test for a game I am developing. I have enemies with path-finding and LOS setup that is working as expected. The problem comes when the enemies got to close or overlaps the player. They usually path-find to the player and end up circling the player, and eventually end up pointing away from the player and lose LOS and run away. I am trying to make them stop when they get close (and later play an attack animation) then go after the player again once the player moves. I thought I had it working, but sometimes the enemy will get stuck and not move until another event is triggered. Any suggestions are appreciated. I can post my file if it will help diagnose the problem.

    Thanks,

  • Thanks for all the responses. I was able to get the "For each" loop to work ( or at least do what I needed). I have found other things that I need help on now, so I'll make a new post. Here's what I game file incse anyone else is doing something similar and can use it. Just FYI there aren't comments, and there are some disabled chunks. But feel free to PM me if you need help deciphering it lol.

  • Thanks for the feedback. I haven't had time to dive into the "For each" but I'll give that a try. Here is my (very simple) game at the moment. The "enemies" are supposed to act kinda like zombies, but I don't want them to act together (at least not right now).

  • Thanks eli0s,

    Families are a paid feature. I am considering buying the personal version, especially if it saves me work .

    I read the docs on instances and instance variables and thought that each instance tracked its own variables. Maybe I misunderstood.

    I've been using a path finding a line of sight tutorial to get some of my events working. I noticed they have a For each loop for the enemies. I tried to use that but couldn't figure it out initially. Think that could help?

    I'm trying to avoid making events for each instance. If thats one of the limitations of the free version, I'll probably get the personal license.

  • Hi everyone,

    I have made an "enemy" in my game. It has various events that work fine while I only have 1 in the layout. But when I add another they seems to share some behaviors. For example, if you one has line of sight, so does the other and events that are triggered effect both, instead of just the one with LOS. I noticed "Families" in the project area, and was wondering if i have to use that, or if there is another way to make the "enemies" at in dependently. After looking in the manual "families" seem to be the easy way to do this. If you need more info just let me know.

    Thanks,

  • 11 posts