lionz's Forum Posts

  • (Enemy object) pick nearest to player.x,player.y : (player object) set angle toward enemy.

  • Hiya, that depends on your conditions for ending the duel, which you didn't mention above, this was only the start of the duel. What did you use for ending the duel? You have to be careful with 'picking' when you use this type of logic. It will be easy to set a knight back to 0, just about finding the right one :)

  • It's a behaviour you can add to the player object. 'Timer' behaviour, I used 1 second as an example but of course you set your own time the player has to press the combo.

  • I would do it with a combination of variables and timers, so you do :

    combo - variable for tracking which move of the combo you are on

    on button pressed : start timer for 1 second, add 1 to combo

    on timer ended : set combo to 0

    /and for the animations

    on button pressed :

    if combo = 0, play attack anim 1

    if combo = 1, play attack anim 2

    if combo = 2, play attack anim 3

  • First issue : easy enough to fix, on line 6 for inventory manager it should be arr_chest.at(chestslot. You have used arr_chest.at(slot

    Second issue : bit more complex but because you are checking if items are in your inventory before calling function addtoinv, rather than inside it like are doing when you initially add the item, then the function paramcount=3 checks should not be inside the loop through all X, because if you add logging you can see it eventually changes all params to 0. I think if you pull the function paramcount=3 checks out of that loop but still inside the function it should be fine, because you have already done the 'is the item here' checks at line 39. I might be wrong on that as it's a little convoluted with the logic but that might be correct.

  • In general sense it is : if climb button (up) is down, set platform vector Y to a negative number (the lower the number the faster the climb i.e. -200 moves faster than -10)

    This will work from any position, to make it a wall climb you can add a condition such as 'platform has wall to the left/right'

  • Hiya, latest response looks good to me! You just need to move the camera up, currently it is on the player and you see all areas central to this you can put the scroll to behaviour on an invisible object and place this object where you want in the level. The object could also stop at edges of the level, so you don't see too much space on the left/right.

  • Hiya, gameplay like this is always a little tricky but you can take duelling objects out of the equation by using instance variables. You can say if a knight overlaps a monster, start a duel, this could be a function or just an event. You set an instance variable on the knight and monster to true (boolean), or to some value to show that it has been picked and is duelling i.e. changing a 0 to a 1.

    Then you use the following logic in general, knight is overlapping monster and monster has not been picked (variable is not set) then start a duel. Therefore if the monster is picked then the knight will walk past it and look for another one.

  • You could try the Construct Community discord discord.com/invite/dZDU7Re

  • Hmm a few ways but depends how your game works, it gets a little tricky.

    When you spawn the sprite on the family, you can relate them to each other by for example setting an instance variable on the sprite to the family object UID, or you could have a family instance variable on the family object, and when you create the sprite, set a variable on the sprite to the same value, so family.var is 5 and sprite.var is 5 for example and they are related.

    Then when the sprite is destroyed, you find the family object that has the same var value, and you set the family object picked variable (from the other comment 0 to 1) back to 0 (unpicked).

    Another way is for example if the sprite always overlaps the family object, you could say on destroyed pick family object that is overlapping sprite and set the variable back to 0 (unpicked). This only works if that is true though about the overlapping.

    In general, you just make the sprite created relate to the family object in some way, usually with variables.

  • But I do not know how to cancel the conditions of the the instance variable is at 0.

    ?

  • If I'm understanding it correctly, do you mean pick a family instance that has not been picked yet?

    When you pick a random family instance to begin with, and spawn a sprite, you can set a family instance variable from 0 to 1 for example.

    Then your logic becomes pick a a random family instance + condition : family instance var = 0 (not picked yet).

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  • I'm saying it's a bad bug, you cannot progress past level 3 that's all :)

  • Three level actually has an error on which it can not pass. Seias i will correct him

    https://preview.construct.net/#hne2npcx

    That makes sense then, sounds like a blocker to me :)

  • I had a look at an earlier version of this. I always get stuck on level 3. Also my feedback would be that it isn't fun. Also there is a bug, you can die and land on the door at the same time so you still progress to the next level.