KryptoPixel's Forum Posts

  • I tried to create a vampire survivors like, and could not manage to replicate the enemies movement. =T

  • Sorry, let me edit.

    Use 2 variables, last_attack, next_attack.

    While next_attack = last_attack:

    next_attack<-choose(1,2,3,4)

  • Upload your project to google drive.. mega.. dropbox.. and share the link here.

    Also, write all the steps to reach the problem and I will try it here.

  • Share your project, I will try it here.

  • If I understood what you said.. you just need an else.

    Button is pressed

    -Sprite is visible -> set invisible

    ELSE

    -Sprite is invisible -> set visible

  • Yes, read the qrcode on your mobile and it will open on your browser

  • Export Apk, remote preview

  • If I understood, he wants to change a variable value not in a linear way, he wants to do it using an ease.

  • You can achieve what you want using states and timers.

    Use an instance variable on your boss, called state.

    If state = fighting and BossHP > 500 -> Do all your actions and change the state of your boss instance variable to waiting, also start a timer, this timer is the time that your boss are going to stay idle...

    On Timer -> set your boss.state back to fighting

    So it will loop till BossHP are less or equal to 500 with some time between actions

  • create an instace variable (state) to store the enemy state

    On line of sight compare the angle from enemy to player angle(enemy.X,enemy.Y,player.X,player.Y) and based on this result, change the enemy.state to running_away_left ... running_away_right

    If enemy.state = running_away_right Set enemy.position to Self.X + 1

    You need also a condition to stop it and change the enemy.state

  • You can retrieve it using AJAX object from an online API.

    Like this:

    api.dictionaryapi.dev/api/v2/entries/en/table

  • Are the levels static?

    Create an invisible sprite and use it as helper.

    Before the tp, compare angle and if its coliding with this helper, if so, teleport the player through the wall.

  • The result of the random expression is a float number.

    random(a, b): Generate a random float between a and b, including a but not including b. Use floor(random(a,b)) to generate just the whole numbers 0, 1, 2, 3.

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  • I think that you can achieve what you want using raycasting.

    See this: youtube.com/watch

    You will have a laser to the player`s angle. Before teleport, compare if the laser is bigger than the amount of space needed for the teleport, if have space enought, just do the regular teleport, if not, teleport it to where the laser ends.

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