Majinboo's Forum Posts

  • I want this: spawn 5 enemies in order by level, (never seen monsters `Have value 0 in the array`) , after you destroy the 5 enemies then spawn 10 old enemies (have value 1 in the array because you already seen this monsters) in order by level, i want this cycle but obviously with pauses sometimes so you can advance to the next stage.

  • use the rex plugin moveTo:

  • i think i fixed it https://mega.nz/#!hZdk2ZAT!qwp40D5hS_O0 ... 9pNj6Hu-yw

    it works with the 0 origin point.. you dont need to have all those origin points.. there is no database to check if their occupied... so instead of that i checked the positioned of objects and overlapping each other it shoots 2 times... first time picks all familly then if any of them objects overlaps same position object picks that object and moves it on another empty slot...

    i think thats what you wanted <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Yes!!!!!!, thank you so much!!! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Ok so we are getting there now. Everything is set to boolean. It now runs between 'spitting' however it only plays the first frame of the spit animation and stays on that frame throughout the whole 'spit'

    use the debugger to see states

  • i am trying to set random position without overlapping, right now i don't have the overlapping problem but i cant get random position, the sprites get the first 5 positions ( i have 12 over the layout) but not random, i am trying to do this by different ways, the last one was using families and creating 1 sprite per spot (12 different sprite spots inside the family) but didn't worked, i cant found the solution, please give me a hand...

    Update:

    I burned my brain the whole day trying to solve this, finally i thought that I had finally made it but for some reason sometimes 1 object refuse to move of position, why?? why????? i don't know <img src="{SMILIES_PATH}/icon_evil.gif" alt=":evil:" title="Evil or Very Mad">

    Update 2: My head explode now, in the debugger all looks OK, i cant understand..

    capx

    http://www.filedropper.com/thepositiondilema

  • So take out jumped and landed as I don't need them. What you have above is exactly what I already have in my event sheet that I posted in my previous posts. I'm starting to think it's something to do with the spit animation being triggered by the turret function.

    Use variables and Boolean variables then you can get out of states, your character cant be alive and dead at the same time for this you need to use variables or Boolean variables.

  • >

    > > You can see all of the events I have on the event screenshots I have uploaded.

    > >

    >

    > don't be lazy, i solved some of my problems just making a new .capx

    >

    > http://www.filedropper.com/states

    >

    > this capx its working ok.

    >

    I already PMd you my capx. Also that capx you uploaded is from a newer version. I have 212.2

  • You can see all of the events I have on the event screenshots I have uploaded.

    don't be lazy, i solved some of my problems just making a new .capx

    http://www.filedropper.com/states

    this capx its working ok.

  • ooh, i like this. alot of ways to go about it though

    to make navi follow link in a fairy fashion, pin it rope style to link when on contact, make an animation of her fluttering to boost this effect.

    i would probably suggest working out a targeting system like the z targeting in Oot

    once a unit is "targeted" un pin Navi and activate her (how you do this is up to you) 8direction/pathfinding/bullet

    to fly to the enemy (give her VERY high speed).

    again, when she reaches the enemy (on collision) pin it to the enemy, and have a new animation where she goes red and fly's around angrily. actually i think that was only when she targeted Sakon the thief

    then when targeting is off, or the enemy is dead, or as an else clause have navi pathfind back to link, and again on collision pin

    if you don't want the z targetting, you could just have a boolean if the los from link is true or not for each enemy.

    to decide which enemy she fly's too is a bit more complicated.. you could just pick an instance where the boolean is set... i'm struggling with the pick nearest/furthest event personally, so wouldn't try telling you to do it, just doesn't seem to do anything

    if you struggle still, write me back and i'll try to code it.

    i write this as i'm very lazy at following links and don't like downloading things (sorry Majin Buu)

    rex plugin moveto will help you a lot.

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  • ooh, i like this. alot of ways to go about it though

    to make navi follow link in a fairy fashion, pin it rope style to link when on contact, make an animation of her fluttering to boost this effect.

    i would probably suggest working out a targeting system like the z targeting in Oot

    once a unit is "targeted" un pin Navi and activate her (how you do this is up to you) 8direction/pathfinding/bullet

    to fly to the enemy (give her VERY high speed).

    again, when she reaches the enemy (on collision) pin it to the enemy, and have a new animation where she goes red and fly's around angrily. actually i think that was only when she targeted Sakon the thief

    then when targeting is off, or the enemy is dead, or as an else clause have navi pathfind back to link, and again on collision pin

    if you don't want the z targetting, you could just have a boolean if the los from link is true or not for each enemy.

    to decide which enemy she fly's too is a bit more complicated.. you could just pick an instance where the boolean is set... i'm struggling with the pick nearest/furthest event personally, so wouldn't try telling you to do it, just doesn't seem to do anything

    if you struggle still, write me back and i'll try to code it.

    i write this as i'm very lazy at following links and don't like downloading things (sorry Majin Buu)

    rex plugin moveto will help you a lot.

  • > You can use On animation finished, set animation to idle.

    >

    > Or On key released (Shoot button), set animation state to idle

    >

    > Maybe check to see if you have the 'spit' animation set to loop, in animation properties.

    >

    None of that worked. Also spit animation is not set to loop

    upload your capx, its more easy to help, you can make a new capx with the issue if you dont want to share your complete capx, you can try to use boolean variables too so if you are running you cant be idle etc..

  • I want to spawn enemies in order, for example in this piece of code enemies of 0 value (0 because you have never seen them) are spawn in disorder, i want spawn the enemies in order like a list and by level, i want to spawn old enemies in new scenes too so i don't know if using a loop its a good idea because if i want to stop the loop sometimes?, in the array all enemies have 0 value in Y0 because you never seen them but have different levels in Y4 like 2, 3, 4 etc... , i want for example: spawn unseen enemies have 0 value and are level 1, you destroy the enemy but in other scenes this enemy will spawn again (now have value 1 because you destroyed it and its level 2) , please give me a hand.

    capx

    http://www.filedropper.com/spawnindesorder

  • because you need use variables in platform is jumping and platform on stopped, you cant have animations outside the variables, STATES = run, jumping, idle....

  • > use a variable with the name STATE and set the value of your sprite current state, for example when your sprite STATE its running -> set animation running , if your STATE its shooting -> set animation shooting.

    >

    > https://www.scirra.com/manual/73/instance-variables

    >

    So would that take away the need for the Platform on moved - Animation = run ?

    So instead it would be Platform on moved - Set STATE to run ?

    Then

    if STATE = Run - Play animation Run ?

    Or instead would I not use the platform moved and set the STATE to run when I compare the X value of Hero? Like have it above with compare X Hero then simulate left/right ?

    yes, use variables, each variable will contain the animation to run, Platform on moved - Set STATE to run

  • use a variable with the name STATE and set the value of your sprite current state, for example when your sprite STATE its running -> set animation running , if your STATE its shooting -> set animation shooting.

    https://www.scirra.com/manual/73/instance-variables