lordsmooches's Forum Posts

  • 11 posts
  • I dont know how more specific I can get. I will just head back to unity and program it. Makes more sense in that engine.

  • So I have been searching the net and construct forums for a top down procedural generation method. I have not found a good way to create a procedural map that is top down and not a dungeon. There are a lot of dungeon tutorials but none with an overworld design. Can someone point me in the right direction on how to do this or any resources that would help me. Thanks

  • Ok I figured this out. Originally I thought the bounding box included the whole sprite, instead it was only checking the position points. In order to fix this I had to split the sprite position points down some more so now Im not only checking the bound box points. I am also now checking points within the sprite.

  • I am trying to tell the difference between what tile the sprite is colliding with. I am comparing it by the bounding box of the sprite. The tiles im checking are the two dirt tiles (1 and 2). Below is the event sheet I have, everything is working most of the time. The building should be red when touching the 2 dirt tiles. In certain positions though it is green. I debugged the logic and it comes down this section. Below is the images of the event sheet and the green and red building points.

    This one is where the certain position of where it turns green.

    This image is the way it should be and the difference is one tile. I am not sure what I am missing.

  • Ok I finally figured it out, I am now using the UID of the family member selected then am able to place that object. Hopefully this helps out anyone trying to do the same thing

  • Ok so I answered some of my questions. I was able to get one building following the mouse. Then when I go to place another the first placed building follows the mouse as well. Im not sure the best way to approach this then.

  • I cant quite wrap my head around this. To give a brief explanation, I have a dialog with buildings in it.

    The player selects what building they want to place. After selection I create the family object and it should stick to the mouse.

    This is currently not working, all the buildings are under the family Subteranian.

    Questions

    1) When created does that create the building as a separate instance of that object?

    2) Am I able to move just a single of these instance by using the event shown in the image, or will I need to have a seperate action for each building?

    3) Say I were to create a new building and move it under that family does that mean every instance of that object in the family move. So for instance I have already placed a building of the same type and I go to move that object that was just created will that move the original one placed as well?

    I just cant wrap my head around this. I am new to construct. I am coming from a programming background but I dont want to code anymore and I am enjoying construct. If you need the project let me know and I will upload it. Thank you.

  • When I go into import a sprite strip the file explorer always crashes on me as shown below. Does anyone know how to fix this?

    Steps

    1) Open sprite editor

    2) Go to animation portion and right click -> Import strip

    3) File explorer crashes

  • Excellent this solution worked thank you very much

  • Thanks for the reply I will give this a shot

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  • I am new to Construct 3 and I am running into animation issues and need some help. So I am trying to get my animations going from walk to idle based on direction. Currently I use TileMovement and check to see if the correct keys are down. Then I simulate the pressing button. I also have a variable on my player object called "DIR" for the direction the player is facing on key down. Then finally I set the correct animation for the walk. The walking seems to be working fine however when the player stops it should move over to the idle animation. I check to see if the player is not moving or attacking then I check the "DIR" variable on which direction the player is facing. Based on "DIR" I then switch the animation to the correct Idle. However when I run the game the idles work in some directions but then those directions are used across all the animations. So for instance if I hit the down button the player walks correctly in that direction. When he stops he will idle correctly for the first time. Then if I hit the up button the player will walk correctly but the idle will still be the down animation. I know I am missing something but I am not sure what. Below is the images of my event list and an image of the animations I have for the player. Hopefully my blabbering makes sense to you all.

  • 11 posts