lionz's Forum Posts

  • Spawn it at object.x,object.y-32

  • I can take a look sure link it. If it's a large project trim it down where possible as I didn't buy C3 recently.

  • I was wrong. If I'm standing still the animation won't trigger back from throw animation to the regular animation. I can only throw when I'm moving and the animation will trigger back and forth (except for the 315 angle).

    There has to be some way to make it all work. I can't imagine construct not being able to do the 8 directional movement and trigger a "throwing" animation and can switch back and forth along with idle throwing animation. I'll keep trying and then I'll post it here for others to use.

    Thanks.

    First problem you describe is because from what I can see you have no logic for idle. If you throw it sets to throw, but then you have to actually move to set any other animations, or press the throw button. Maybe remove the 8 direction is moving condition from the top? If it's the same animation. If you have a separate 8 idle animations then you need more logic.

    For the 315 angle try browser logging there's a chance it's using a value like -45 for angle which won't match with anything.

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  • That is strange I guess if the running works and the idle throwing works which means the correct animation is playing. Use browser logging to debug the angle values and see if they are expected.

  • Ah ok I've got it, untick 'Set Angle' on the bullet behaviour

  • There won't be much info on this because it's not common to have 8 animations even if the character moves diagonally. Also it's possible the object's angle doesn't change so you should check this, 8 direction movement angle and the player object's angle are two different things.

    Also the screenshot you shared, that can still conflict with the event for A is down or W is down, they can both be true. You would probably have to add angle conditions to the basic 4 direction movement events as well. For example if you press A it tries to play 180 and this is true even if you press A and W at the same time so it tries to play 2 animations, 180 and the one from the screenshot.

  • You can use conditions based on the player's angle I guess. See what property changes. Or another option is something with key + key is down

  • Get rid of the first event...the third one is now the run event.

  • There is an action 'Spawn object'. If the problem is specifically with spawning on top there is something called Z order, you can set the spawned instance to the top of layer.

  • If throw key is down -> play throw anim

    if run key is down, and throw key is not down - > play run anim

  • Your event says to spawn it at the same direction the player is moving at the time it is spawned, what would you like it to do?

  • You'll have to share the project file for this one.

  • You mean the bullet moves at a similar speed to the player? You can increase the bullet movement speed.

  • You need to pick the door instance based on conditions. Usually you would use 'player is overlapping door'. Then the action of opening when you press E will apply to only that one instance of door.

  • Nope you set variables in actions. In the action Set Variable for filter_mode you would set value find(usage, "/") > 0 ? "match" : "contains"