LittleStain's Forum Posts

  • If you want the boss to have certain actions under certain conditions, you have to create those conditions and attach the actions..

    It's like programming anything else..

    First decide what you want the boss to do..

    then decide when he should do itband when not..

    then create the events/conditions based on that..

    let's for example say your boss has an attack he only performs when the player is within 100 to 200 pixels to the left of the boss

    system is between values : player.x (is between) boss.x-200 (and) boss.x-100

    boss play attack

  • I guess you know what you want the player to do to make that attack..

    So when those conditions are met play the attack..

    So for example:

    keyboard down button is down and shift is down

    play attack animation

  • Just thinking out loud:

    keyboard on down arrow pressed

    player is not on floor

    player disable platform behaviour

    layer play animation "stomp"

    player on animation "stomp" ended

    player enable platform behaviour

    To get a bigger speed using the bullet behaviour for the fall might be a better solution..

    just re-enable the platform behaviour after the stomping action..

  • This question has been asked and aswered many times on this forum..

    Easiest way I can think of is using drag and drop, but searching the forum you will be able to find way better looking solutions..

  • i guess you mean layout instead of layer?

    there is something like the persistent behaviour..

    another way would be to save the current state to local storage or use global variables or the like to save the state of the layout..

  • so something like every x seconds set direction of movement should work?

    with 8 direction this would be setting a variable and simulate pressing directions

    with bullet it would be set angle to random(360)

  • pick all family where variable = 2

    compare picked count with family.count

  • what behaviour are you using for the movement and what are the attached actions making it go into the wall in the first place?

  • with random, people hardly ever mean random..

    would the movement distance be limited?

    would the angle of movement be limited?

    would the speed be limited?

    should the movement react to the environment?

    "random" movement can be made with any of the build in behaviours..

    With better explanation better solutions can be provided..

  • Have you looked into blendmodes?

  • two ways.

    one - use a global variable to determine if the player is in battle and check it in the subtraction event..

    (add a "player is not in battle" condition)

    second - use groups for the events pertaining to the battle and those not and activate/deactivate the groups based on what your game is currently doing..

  • Why did you skip the most important question regarding scaling?

  • LittleStain

    I dont get it im afraid

    where i must start with this?

    "

    For using the UID:

    The Text-object has a pick by unique ID - condition..

    "

    Really?

    Add an event..

    Choose the text object to create the event with..

    Choose pick by unique ID from the dialog showing all the options for conditions..

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  • One of the numerous other ways to do this:

    Even easier would be to use one sprite with animationframes or animations..