LaDestitute's Forum Posts

  • Have you tried fiddling around with checking for two values, and using one as Object.Count?

    You might also have to do custom eventing using collision boxes and/or pinned helper sprites

  • Using the wait action would be a lot simpler. Doesn't require adding any new behaviors.

    Also, be sure to include For Each conditions or pick by UID if you want only a single enemy to be effected instead of every possible instance.

  • Can I get a capx, please?

  • Pick by UID and then use UID to set unique behaviors if they're static enemies (i.em are predefined per map)

    You can do either of these.

    A, Use this action to pick by UID, and be sure to do it right after an enemy is created (if not created on runtime):

    int(Enemy.UID)

    B, Or just look at an instance in your editor to get the UID you want.

    Also, you should learn to use families for managing enemies, yes, it makes for a lot cleaner design.

  • I took a look at your capx. The gun rotating is just standard behavior for Construct 2, far as I know. Do you not want the gun to rotate at all or only to a certain degree (i.e, so the player's head can't all go Exorcist suddenly if the mouse turns too far)? Just want to be sure, as I've made some changes to improve your capx based on your issues, so input is needed.

    Also, please do not create a separate thread for this, just keep problems per capx to one thread if you can.

  • What exactly are you trying to do? I have an idea of how to help but being more specific could help a lot.

    Like, I'm not sure if these are entirely separate objects or instances of the same one, such as multiple enemies of the same type.

  • Have you tried on an "On Created" condition?

    You may also want to pick by UID and using int(Object.UID) and storing it in a variable, like this:

    Spawn project

    In the next action, set IDVariable global variable to int(Bullet.UID)

    Then in any events where you want to act on it, pick by UID and use the variable that stores the UID.

  • Can we please see a capx link? It's not much help without it.

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  • A preview of dungeon mechanics!

  • I can't look at the capx right now cos I'm on my phone (hey, C3 will solve this problem! Neato.) but I've done this by spawning a load of scrolling anchors on start. Give each one an 'active' boolean variable. Pick the nearest anchor to the player. If its anchor.active is 'false' then set all anchor.active to 'false', and set the nearest one to 'true'. Set scrolling to always scroll to the active anchor. If you want it to scroll, add an extra object with a scrollto behaviour, and have that always move to the active anchor's location. Nice and simple since it only requires a few events.

    Thanks to your suggestion, I started fiddling around with lerp again and got it to work. Thank you!

  • A small preview of a bit of simple dungeon mechanics:

  • I remember being able to replicate the camera transition pan from ALttP (when Link goes from dungeon room to dungeon room) in my gamekit project in an early build using lerp but ended up scrapping it. For what I mean, see this video:

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    (at 0:07)

    I've been wanting to bring it back now that I'm working on dungeon mechanics but I can't seem to figure out how to replicate it again no matter how hard I try with lerp and I've been going at it for hours. Could anyone help me out with it? The lerp behavior I'm messing around with is in the Objects sheet, in very bottom of the Doors event group.

    Capx:

    https://dl.dropboxusercontent.com/u/589 ... .9%29.capx

  • For Each covers all instances of an object in behaviors and actions so it will probably trigger each time an individual key changes values.

  • If this is early access, then this doesn't belong in the Completed Creations board and instead the WIP one.

  • A tiny taste of what is to come.