kriand's Forum Posts

  • Hey ReallyBasic

    hard to say with the little information you give us. Maybe you have overlooked to put the tank base and turret into a container?

  • Hey Adrianol39

    if you mean the Z Order of the objects, you can do something like this:

    If Sphere_1.Y < Sphere_2.Y

    then Sphere_1 Move to object behind Sphere_2

    else Sphere_1 Move to object in front Sphere_2

    This action is listed unter 'Z Order'.

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  • Hey Bluehail101

    i disabled 'Pixel rounding' in Porjects Properties and now it seems to work.

  • Hey Bluehail101

    check the 'Origin' of all your animations and frames in the animation editor.

  • The example was general in order to understand the principle. Here again exactly for your goal. Do not forget to disable 'Default control' of 8Directions.

  • If you want to use Pathfinding, you can 'Every X seconds'-'Find path'. You can take 0.5 for X. Keep in mind that many opponents and properties for precise pathfinding can lead to an increased cpu load.

  • Hey sturm30

    you can combine pathfind with the 8-direction behavior. Here an old example i made:

    and a file for C3:

    1drv.ms/u/s!Ap_-qxoGKbDcg1PpU72bc-aJp7c2

  • There was a tutorial for that but i cant find it now that scirra.com dont work anymore. But you can open C3 and load 'Kiwi Story'. It is a good example.

  • The only situation in which this would make sense(?) is if you want to save events. I do not know if it would actually make a difference in performance or so. I think Ashley has designated normal conditions for this purpose.

  • Hey tunepunk

    if your variable is a number, it needs to have a value. If it is a String you can take "".

    But what do you want to achieve?

    If you want variable A to stay the same when the condition is not true, you can put A to the else condition: 100+X > Y ? 20:A

  • Hello trainstation

    make sure that you set all collision polygons of your animations and frames properly.

    Second, check the origin of ALL your frames. In platformers, the origin is usually right under the feet of the character.

    To go back to Idle, you could use the condition 'Player is moving'(invert) -> set animation "Idle"(play from beginning).

  • Hey PremiumOxygen,

    here is an example .c3p. May not be bug free or polished, but you can use it to start.

    1drv.ms/u/s!Ap_-qxoGKbDcg1ITyGR1MGy8BVPp

  • Ups, the changeover seems to have deleted a few posts.

    So here again. Cant see your link anymore, but i will try without:

    Your first event on the screenshot is triggered when Sprite19s health is <=200.

    If this is true, the event runs every tick (~60 time per second) and the animation

    starts every tick from the beginning.

    You have to add another condition, to trigger this event only once. Easiest way would

    be 'Sprite19 is NOT playing animation "Demon"' (leftclick on the condition and invert).

    If you want some actions from this event to run every tick, you can create a sub-event

    and place the mentioned condition and all actions you want to run only once in there.

  • Hey Merlinus

    i dont know if this is the cause, but you can click objects, even if they are invisible.

    Make the condition like: 'On click on XY' and 'XY is visible'

  • Hey jasskr,

    you can not edit animations while the game is running.

    You can copy the animation and delete the frame you dont want.

    Then change the animation when needed.

    Another more complex but flexible method would be a custom animation,

    where you set the Speed to '0' and go through the frames via events.

    Here a .c3p and screenshot:

    1drv.ms/u/s!Ap_-qxoGKbDcg1Afh6yGzlR6Uynf

    orig00.deviantart.net/11f4/f/2018/150/5/3/customanimationframeskip_by_kriand-dccypr3.jpg