lionz's Forum Posts

  • The trigger once is the problem, remove that. To stop the animation from looping you can move it to a separate event : 'is open' check and add a trigger once, or set the animation to not loop or repeat.

  • It's debug to detect whether 'is falling' 'is jumping' or 'is moving' are true.

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  • You give the box an instance variable, and say box on collision with enemy subtract 1 from box.variable. As for the colour, the logic could change depending if it is 34 different colours or just alternating between 2 colours for example. You could add 34 frames to the box animation and set the box frame to box.variable so they match, i.e. when box is 34, it shows frame 34 of the animation.

  • You can say for each zombie, human pick nearest to zombie.x,zombie.y, find path to human. There will be a condition for human object 'pick nearest'.

  • Make variable1 a 'family instance variable' and then replace sprite check with family.variable=0

  • It's just a layer or z-order thing, if I'm imagining it correctly. If you want the player to go behind environments objects then you move the player to a layer that is below the environment objects or have them on the same layer and set the player to the bottom of the layer (z-order) so it is below the objects. Then when you want the player to appear in front of the objects you move the player to a layer above or to the top of the z-order on the layer. You can test this with an event like, keyboard press a key, move player to bottom of layer and press another key move player to top of layer.

  • Well when I think of 2.5d i think of isometric games like RTS, Rollercoaster Tycoon etc where it's faking 3D at an angled perspective. So you could for example make something like Theme Hospital where it shows depth, do you mean a game like this?

    If you mean front-facing a platformer that contains 3D objects then you can use the z-elevation or your own effects as mentioned in that post above. I'm no artist but I'd say you could probably fake it with scaling of objects to give that effect.

    To answer your question, yeah the player character would move, there is something called parallax where some layers scroll more slowly and can give that 3D effect. You could probably fake walking into a background by scaling the player and having a layer of objects in front of the player. I'm not an artist so I've not tried any of this but it might be possible to do what you want.

  • hiya, that is full 3D not 2.5D. For that kind of game you will need to use another product/engine. Construct is highly flexible but it's for making 2D games!

  • I don't think detecting colour resolves the issue, right? You will be detecting the colour of 2 fields and then would still have to decide which is the correct one for the player.

  • Not sure on the RGB thing but surely there must be a priority of tiles, such as when you click one in the corner, which one are you expecting it to use? In your original post you mentioned that it should be passing through green and not white when the bottom corner of the green is clicked. A simpler fix may be to put in invisible borders that when clicked do nothing so you have to clearly click on a section if that doesn't affect the gameplay too much.

  • Ok so because it's an issue with overlapping sprites being touched together, before getting too convoluted on the calculations you could try something like this : as green is the priority sprite, ensure that green is at top of z order on the layer, above white. Then with your on touch Fields condition, you can add new condition to pick fields > is on top. Try this first and see if that accomplishes what you wanted which is to pick the green as a priority when on the borders.

  • If you select both i.e. they are overlapping sprites, shouldn't it run the function with both? Did you check the logging to see what is being passed through, is it data for both 'fields'? You will be able to force one of them to be picked, just wondering if it's an issue because the sprites are overlapping and if both sets of data are passed through at the moment.

  • Yes every tick affected by framerate, check dis link to see how to use dt and modify your events so not affected by framerate : construct.net/en/tutorials/delta-time-and-framerate-independence-71

  • I understand what you're saying but you've chosen to do this by using every x seconds and also adding waits for the traffic spawn events. If you want it a bit tighter then you'll need to replace the every x seconds event with some kind of trigger rather than based on random time, for example when all the traffic is off screen you could run the spawn traffic event again.

  • "The problem I am having is making sure the block moves to the correct lane when a car is incoming so as to not hit the oncoming car."

    Looks fine to me, as in the logic you've put in does what it is supposed to do. One thing you could try instead of lerp is give the red block the tile movement behaviour and move up or down in a grid movement. I don't understand what the problem is here.