Klonoa1545's Forum Posts

  • I'm late to the party, and since I'm still stuck doing Construct 2, I need some help. I have an excel spreadsheet that contains playable character data for a gacha type thing. I have converted it to a CSV file. I want to convert the CSV file into an array using the csv2array plugin. But I can't for the life of me find a step by step process on how to do this. What is the specific sequence of events that I need to use to make this happen? What objects do I need, what is the step by step process to turn my spreadsheet into an array at which point I can just call the data as necessary from the array's coordinates? Explain it to me like I'm a grade schooler. Thanks in advance.

  • I had to raze the whole dang script, but I got it working finally.

  • Okay, I give in. Here's the capx. Someone take a look and tell me how to not break everything and get this stupid block mechanic to work. And yes, it is in C2 runtime. This is a project mostly for my son (and a little for me), so it's not like I'm gonna sell it. Anyway, if someone could help me figure out how to have the player take damage if the block animation isn't playing and receive the bonus for blocking properly, I will be eternally grateful.

    mydrive.ch/shares/29606/068c803ade698f2b49696123c877f1e7/browse

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  • I suspect the reason is the "held together by duct tape" finite state machine I have going on. I'm sure the eventing I've done is interfering. I may just provide the capx and expose my hideous eventing to the world.

  • I have included the screenshot, but this just plain doesn't work. I want it to be that if the player presses the block button "A" when the enemy's Attack animation is 3 or above and the red circle is overlapping the player, it will trigger a successful block and add to a special meter. If the block happens outside of that frame, the player will take damage. But dang it, it just doesn't work. What should I do differently?

  • Thanks! For both things! Someone really ought to make a "dissolve" effect similar to "fade" you know? Cheers.

  • Anyone have any idea how to do a dying animation a la Final Fantasy 6 or 7? Relatedly, anyone have any idea how to do a "Dissolve" effect similar to final fantasy boss deaths? Let me know, thanks.

  • I want my enemies to have a similar animation upon dying to the dying animation in Final Fantasy VI, but I have no idea how to go about it. Anyone have any ideas?

  • It works! Thanks! I don't know why it works, but it works!

  • I think this will work! I will try it once I'm back home. As of now, I have it so that when the missiles are created they indeed pick a random enemy, but they all pick the same random enemy each time they are created. But I will try your method and see how it goes.

  • Okay. I've seen a few different workarounds for homing behavior, but none are what I need. The player object spawns 10 homing "missiles" (objects with bullet behavior). I want each missile to target a random enemy object, but nothing I've tried works. Here is what I have:

    [CONDITIONS]

    For Each (missile)

    System Pick random instance of Enemies (family)

    [ACTIONS]

    (Bullet Behavior) Set angle of motion to object to Enemies.X, Enemies.Y

    This works when it is targeting one specific instance of an enemy, but when it's random, the missile's target changes with each tick because I suspect that the engine is picking a random enemy every tick. And because I'm not using Construct 3, I can't do the "trigger once" thing. What workaround is there for this?

    Anyway, help me out. I can't quite figure this one out.

  • I am exceedingly grateful! I was so close! I will remember not to crop out the numbers next time either.

  • I am completely stumped. All I want is to be able to use a targeting system like unto Kingdom Hearts, where the game automatically picks the nearest target (provided that they are in a predetermined range) so that when the attack command is selected the player sprite will "dash" to coordinates adjacent to the targeted enemy and perform an attack. This is what I have tried so far.

    I have created an ATKRadius circle object. I test for whether the ATKRadius object is overlapping any of the objects in the Enemies family. If it's true, then I want the player to move to and attack the nearest enemy. My event looks like this.

    Although in debug mode I can tell that it does select the nearest instance, when I call the moveto command, it will always send me to the Enemy whose UID is lower. No matter where I am on the map.

    I thought I could be clever and have a turret do this work for me, selecting nearest opponents and what not, but doggone it there is no way (as far as I can tell) to return the coordinates for the target the turret acquired. (For that matter, I can't get C2 to return anything about the target, despite documentation that an expression for TargetUID exists.)

    How should I do this?

    Tagged:

  • SOLVED IT! Apparently I somehow had installed two "construct 2" apps on my PC. I kept loading the one where the plugins and behaviors weren't (that was attached to my desktop). Thanks for the help! I cannot WAIT to use all these plugins and behaviors. They will make my game 1000% easier to develop.

  • Okay... the "insert image" button isn't working. Help?