Milanbaudelaire's Forum Posts

  • I found the answer in this very helpful YouTube tutorial! The part about not killing off all the enemies at once begins at 8:00...

    Construct 2 Tutorial - Super Mario Bros: Koopa Troopa (Part 11):

    https://youtu.be/KN_QXfiHVbw?t=8m

  • Great! I'll read those now...

    I'll be back if I've got more questions!

  • Okay. What does that mean? What's a UID? How do I pass it to the function?

  • I just learned about Families, so of course I make everything possible into its own separate Family.

    I made a Family for enemy sprites, aptly named Enemies, since most of their actions and stats are going to be the same throughout the game. Each enemy sprite has it's own event sheet (that feeds into a main event sheet) for the specifics, like their attacks.

    Currently I have just one enemy, Enemy A. I duplicated it and set it at different locations of the layout. Interestingly, when I defeat the first one, the copy gets defeated too! How can I make sure that when I defeat one enemy, they don't all come down like bowling pins? Should I add a condition to the Family, or to Enemy A's specific event sheet?

    Currently:

    System | For each Enemies

    Enemies | Health less than or equal to 0 | Function: Call "Defeated" ()

  • Got it! Thx

  • Thanks, it worked!

  • Everything is fine when I set the projectile to spawn right at the moment of key press-- I get one projectile per press.

    ____________________________________________________________________________________________________________

    Function | On "Shoot" | Player: Set animation to "Fire", Spawn "Projectile" on layer 1 (image point 1)

    ____________________________________________________________________________________________________________

    However, with the animation that goes along with it, I don't want the projectile to spawn until frame 3.

    So I set it up as a new, separate event:

    ____________________________________________________________________________________________

    Function | On "Shoot" | Player: Set animation to "Fire"

    Player | Is animation "Fire" playing|

    Player | Animation frame = 3 | Player: Spawn "Projectile" on layer 1 (image point 1)

    ____________________________________________________________________________________________

    And now on each key press, five or six projectiles are spawned from animation frame 3!

    Like I said, this only happens when I restrict it to a specific frame.

    How can I make it so that only one projectile is spawned per key press, on the frame I want?

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  • I have many event sheets, but they all feed into one main one.

    But, I give up.

    Thanks for your help anyway!

  • Hmm, it's still not working. I don't know what I'm doing wrong!

  • Okay, so I've put an instance variable called "PortalFrom" on each invisible overlap object in Level 1_A and numbered them 1-3.

    I've done the same with 3 position markers on Level 1_B and called the instance variable "PortalTo".

    I'm trying to make it so that when the sprite overlaps something with the instance "portalFrom(1)" it is sent to the location of "PortalTo(1)" on the next level.

    It's not working. In the "Set position to" action, there is no place to specify the instance variable number for "PortalTo".

    I'd hate to think that I'll have to create a new sprite for each PortalTo location throughout the whole game!

    It looks like this:

    ----------------------------------------------------------------------------------------------------------------------------

    When Player overlaps object | PortalBricks| Action: Go to next layout|Set position to PositionMarker

    PortalBricks: PortalTo= 0 |

  • I'm sorry, I don't understand

  • I'm using the PlayerBox method for collision detection--an invisible box that surrounds my sprite's body that takes all the hits and moves the Sprite around the screen. I find it very useful, except in the case of ducking. My Sprite becomes half its original height, but the PlayerBox is still sticking out of its back at the original height, which of course makes ducking useless when trying to dodge something.

    Are there any tricks to get the PlayerBox to change dimensions for certain animations? The box itself is not animated.

    Please be as specific as possible I'm new to all this!

  • OH GOD IT WORKED!!

    (New Event) > Player: Is animation "Walk" playing |

    >>Player: Animation frame = 10 |Audio: Play "Footstep" not looping at volume 0 dB (tag "")

    Thanks!

  • I'm so sorry, but I'm extremely ignorant about all this. Can you be more specific? How should I set up my events sheet so that "SoundEffect" plays on Frame 10 of "Walking" animation, when "Walking" is not the default animation?

  • I'd like my sprite to move between rooms, or levels.

    How can I make sure it is appearing at the appropriate spot?

    I've added an invisible object and set up my events so that when my player overlaps the object, the system switches to the new level. That's good to go.

    However, when entering the new room from the left, I need the player to appear on the new level on the right side of the screen, and vice versa. Please see my screenshot:

    https://www.dropbox.com/s/qbqr2emvpj61f ... e.png?dl=0

    (I need the player to go from position 1 to position 1, 2 to 2, 3 to 3)

    I have my player sprite set to global so that instance values are retained between levels.

    How should I set up my event sheet so that my sprite is entering each new room properly?