kiasta's Forum Posts

  • 12 posts
  • I'm to make a limited range lightning bolt but I can't figure out how to determine the distance of the object. How do I determine range between objects?

  • I'm just making this as a learning experience, thanks for the advice. I'll have to take a look at that when I get to work :)

    I've read a bit and basically I'm still using C++ OOP logic. Using event sheets like header file includes are not the same, like class inheritance? I guess I really don't understand the logic at all of Construct 2. I'm trying to understand the logic but I really have no idea. I thought I was doing pretty well *shrugs* oh well.

  • I'm really not sure why but when I cast a spell the mana does not consume, I have it set when a character clicks on an object it "casts" the spell (either left click or right click). I have the action:

    Player | Subtract SpellBullet.ManaCost from Mana;

    but it does not work at all, it's strange because I have:

    Player | Toggle notCastCD

    just above it but it works fine... also putting an append text box into that event seems to not work at all either. I may have some redundant events or actions but this is still a work in progress and I've not yet went through and optimized things yet nor have I started creating custom textures...still borrowing from others for now.

    ProjectDL.capx

    Website

  • What I am thinking is probably different than what you have. I'm at work atm so if someone answers you than great if not i'll look at it when I get home.

  • Are the opponents separate sprites, or are they just clones of the same sprite?

    If they are separate sprites you could make a variable Opponent1X or Opponent1Y (depending on if the direction is vertical or horizontal) and create an event to declare the variable as Opponent.X or Opponent.Y. Make another even that compares your location to theirs like so: Player.X < Opponent1X = you are behind the opponent or Player.Y < Opponent1Y = you are behind the enemy. You can make a boolean variable (either instanced or global) that determines that you are behind the enemy.

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  • Yeah I meant while key is down, sorry about that.

  • It seems to me that your method would set angle to 90? everytime you hit S. What happens when you hit S repeatedly? It's really a simple thing to do, all you have to do is look. I'll give you a step-by-step when I get home tonight, but just take a look through all the actions anyways to get yourself more familiar with the engine. It will really help you out a lot. Also try using all the actions to see what they do and you should be able to come up with solutions to problems much more complex than this :)

    <font color=red>*EDIT*

    Okay here is what you have to do:

    Create a new event -> Keyboard -> On key pressed -> Where it says <click to choose> click it -> Press W -> Press OK -> Press Done

    Create an action -> On the very top it says 8Direction, click Simulate control which is in that section -> Where it says control, choose Up.

    Voila you now have W control your Up arrow movement. Do that with the rest of the keys and you should be set. I hope this helps you.

    */EDIT*</font>

  • Easy, make a new event about player pressing say for instance 'W' than make an action that simulates 8Direction up (or which key you would like to simulate). There might be another way but I haven't even looked for it, there might be something in the tutorial section.

  • I would create 2 variables moveToX and moveToY and define them when the player clicks, for instance:

    On player Left Click -> set moveToX = Mouse.X; set moveToY = Mouse.Y

    Do intended action here

    You can make a global variable or a local variable or instanced variable; whichever you prefer.

    You'll have to set the variables back to 0, however otherwise you would have some weird things happening lol.

    If you look at my post ProjectDL and play the game you will see that it works.

    Moving to the targeted object should be simple, I think there is a move to action; I'm at work right now and cannot verify.

  • It's very early and doesn't do much, I figured I'd post updates on here every once in a while. ProjectDL is not the final name and neither is the name of my website (using it for now). Has WASD movement (because I hate using the arrow keys).

    All you can do is move around and shoot the creatures. I put in a debug mode just click CTRL+C to enter and CTRL+X to leave.

    I am also working on versioning; it is not version 1.0, I just put this up there to get some feedback on the animation and progress. I am using the creatures and explosion from the tutorial (I will replace them when I create the images). I am still learning this as well as developing. I come from a programming background in C++ and C#. I actually have an engine I'm working on using DirextX for 2D but I find this MUCH MUCH easier to use. I have already come across several limitations of this engine but since it is also a WIP I have no complaints, enjoy! :)

    ProjectDL

    <font color="red">Quick Edits & Fixes</font> (until I get my bug tracker and forums working):

    <font color="gray">-Fixed movement (can now move up and down in debug mode, just no animations yet)

    -Fixed debug text

    -Cast animation speed increased

    -Added Magic Missle spell cast with right click</font>

  • Okay well I've figured out the problem, it seems you have to stop the animation before starting it again. Simple, really.

  • I have been working on my animations and I have come to an issue that I cannot figure out the problem. When the animation runs after pressing a button it works but if I stand there and press the button again the animation does not work again, I have to move for it to work (sometimes it doesn't work still). Its frustrating because I have almost finished the animation for the main character. Any help would be appreciated.

    test.capx

  • 12 posts