Klonoa1545's Forum Posts

  • I am having a problem. In my game, I am attempting to implement a system wherein if an enemy's "Shield" value is reduced to zero, three things should happen:

    1. The enemy's boolean "Break" is set to "True"

    2. The enemy's "Physics" behavior is enabled

    3. The enemy is struck by an impulse

    The set up is like this:

    Enemy.Shield=0|Set "Break" to true

    _______________(Separate Event, not a sub-event)__________________

    Enemy=IsBreak|Set "Physics" enabled

    Apply impulse (x) to Enemy

    Obviously, the problem this created was that it will run the event indefinitely. So my thought was that I could circumvent this with the "Trigger Once" condition, but as it turns out, if I have more than one instance of the same Enemy, only the first one that enters "Break" will work properly if I add "Trigger Once" to either the "Enemy.Shield=0" event or "Enemy=IsBreak". How can I arrange my events so that it works for each enemy individually just once?

    Thank you.

  • That did the trick. My values just weren't high enough. Thanks a bunch!

  • I'm sorry if this has been answered somewhere else, but I want to be able to mirror a sprite using a gamepad joystick the same way I would by doing key presses. (for example, key pressed "Left" set mirrored, key pressed "Right" set not mirrored). How do I get the same effect using a joystick? I tried comparing the axis, but the sprite will only mirror as long as it's held down.

    Tagged:

  • Is there any possible way to simulate the collision tags a la Construct 3? I would like to replicate that feature in a project I'm making using Construct 2 like the peasant I am, but I have no idea how to go about doing it. Maybe it just isn't possible?

  • Okay, but how? How did you do it?

  • This is fantastic! Thanks for clearing that up for me.

  • Unfortunately it didn't work. I must have missed something. I'll get a capx loaded here soon.

  • Welp, that fixed it. Thanks! Sorry for the long delay.

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  • Oh wait, I wasnt reading closely. I see now that the variable is in fact contained in the enemy instance.

  • Wow, this is thorough! I don't suppose you have a capx of this, do you? My only question is at the beginning about creating an instance variable. This is a variable contained within each instance of an enemy, right? Thanks for your detailed reply!

  • Hey there. In my RPG I'm making, I have an active battle system, but I want to make it so no enemies attack at the same time as another enemy. All enemies take actions on an individualized timer, but even though I've tried to reset/randomize those timers with different events, the enemies almost always sync up anyway. I think I might want to use Wait for Signal, but I don't know if that's the best way to do it. How would you do it?

  • Okay, I'm trying to make it happen by doing an event that looks like this:

    Start of Layout

    for each family.enemies(ordered by X)--------> Set Enemies.TargetID to round(random(1,Enemies.Count))

    But I get duplicate numbers, which I don't want. Any suggestions on how to avoid duplicates?

  • Thanks for the reply! Since the battles are randomly generated (with 1-4 enemies in each battle), how would I plan ahead for the counting? Does it make sense what I'm asking? Because I could certainly just assign them variables when designing the layout, but the randomness is what necessitates the being able to pick by X. I hope that makes sense. Maybe I could do a start of layout event in which I assign the enemies a target ID using a for each event. Any other ideas?

  • I am trying to do a thing where the player can select a target a la Tales of Eternia or Phantasia. I simply want it to be where each time the targeting button is pressed, it selects an opponent from left to right. Kind of like this:

    |Player|________________________________|Enemy 1|__|Enemy 2|__|Enemy 3|

    When it is pressed the first time, it should select the enemy closest, then if pressed again will switch to Enemy 2, then Enemy 3, then Enemy 1 again. I suspect I need to use the Pick condition, possibly by evaluate. I'm just not sure what to put there. Thank you!

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  • Thanks a million. I can't believe how simple that was.