minipill's Forum Posts

  • 14 posts
  • dop2000

    Omg thank you. The two events I keep forgetting is System for each and System pick all!

    And wow i didn't know you can do the same without family, but by using frames. That's amazing. Still trying to understand your code atm!

  • Hi fellow construct-ors,

    As the topic suggested, I have been trying to create a character selection menu for 2 players.

    I have 2 selection markers with 8 directions behaviour, 2 character sprites and 2 selection highlights for when the markers and sprites overlap. Each type is placed within a family.

    The problem I'm trying to solve in my Cap for example - is to spawn the p1 highlight when p1 marker is overlapping a character. Currently they are working individually, but when P1 and P2 markers are both on, it gets messed up. I am very confused and would appreciate hugely if someone can help. THANK YOU

    Attached cap here (construct 3): https://ufile.io/mtnpiyzx

  • Eren

    Thanks Eren, Yea I realized I was on C2runtime, I have now changed it to c3runtime, but when I play preview project, the screen stays black.

    EDIT** However if I preview layout, the game runs fine.

    EDIT EDIT** Actually I worked it out! It was a silly mistake from my end. Thank you for point out the c3 runtime again. :)

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  • Hey Eren,

    Amazing thanks for porting it to C3. I can run the project no problem in preview layout, but seems to be running into problem in preview project mode. And I filtered it down to the event "Magicam enable following" that breaks game. *Screen shakes still works.

    This is the message I'm getting, would you have any hint what that could mean? Any help would be amazing.

    Thanks again

  • Thanks heaps AllanR this is amazing!

    Currently the space bar releases both weapons simultaneously, is there a way to allow the space bar to release the weapon on one player only, and another key to release the weapon on another player? This one seems like a difficult one to do

    Thanks

  • AllanR

    Nice! Thanks Allan. Since I really want to have the weapon follow the "hand" imagepoint in the animation, I made a modification and put WeaponUID variable in Sprites instead of player, and made Sprites collision enabled (eventually I can make the collision box much smaller). Now I can check for collision between sprite and weapons and it follows. (not sure if this would have implications in the future).

    But When I set [line 6] Weapons position to Sprite (image point 1), it only follows the point on the first frame of the animation. How can it follow throughout the animation? (frame 2-4) so its following its hands?

    Did a bit of research someone pointed to the direction of rexrainbow's pintoimagepoint plugin. But I don't think it works for Construct 3?

    Attached modified capx

    ufile.io/lafspkkv

    Any help would be hugely appreciated

    Thanks again.

  • AllanR

    Hey all! Thanks for all the help previously, I have been playing around more and needed to pin a sprite over the collision player box where the weapon will be pinned to the sprite's image point. I think it has to do with UID? (not even sure if this is correct assumption). I cannot figure out how to implement it into this build.

    I tried it below but the weapons are either pinning to an invisible point far away from the sprite, or pinning to the wrong character. Any help would be amazing! Thank you.

    Attached what I tried:

    ufile.io/sv6mw0zr

  • kidswithcrowns & AllanR

    OMG Thank you so much!! You guys made my day, this has been bothering me for days.

    Glad the construct community is so good.

    :)

  • kidswithcrowns

    Thank you. That makes sense, but I still don't know what the next steps are to allow P1 to take gun when they are overlapped.

    (these are probably all wrong approaches) - I tried taking out the destroy, but it would just spawn the gun everytick. I tried set weapon position Player.ImagePointX(0), Player.ImagePointY(0), but it would jump between players randomly.

    What do I need to do next, would you be able to give me an example?

    Thanks in advance!

  • Hi all,

    I am no coder, and have been trying to wrap my head around family. I read and downloaded the tutorial on picking instance on families, but hitting a brick wall understanding.

    Basically I created 2 weapons in weapons family, 2 players in players family, right now when one of them overlaps any weapon object. They both equip both weapons.

    Would anyone be able to kindly show me how this could be done?

    I have attached a capx:

    drive.google.com/file/d/1tnbEPIj7ty8sSOp0-LElN2N3h8Dqd_cB/view

    Thank you!

  • Thanks GeorgeZaharia, It seems I can spawn the same hitbox in the two different frames of the animation now. But what if I want to spawn another hitbox after that, that has a different width and height to the first one? How should I achieve that?

    Thank you again

  • GeorgeZaharia

    Thank you! Your suggestion on animation frame totally make sense, i'll try that out.

    Thanks for the help, unfortunately not exactly what I meant, but glad im on the right track. I have already cloned the object in the level design, so each of them already have a different name on their instance variable: hitbox_number01, hitbox_number02, hitbox_number03 etc.

    What I hope to do is that during the melee combo (there are 3 moves):

    In first attack animation (during frame 1)> Spawn hitbox_number01

    In second attack animation (during frame 0&1)> Spawn hitbox_number02

    In third attack animation (during frame 02 for example) > Spawn hitbox_number03

    As each of them varies in size.

    I hope that make sense :) Thanks guys!

  • Hi all.

    I have been trying to find an answer but could not figure it out. Would love some advice and thanks in advance!

    So basically as topic title suggested, I have a character who does 3 punches combo and I'm trying to create a hitbox for each of these punches. I could spawn the same hitbox but since they are best done different in sizes I thought one method is do create instances (that are difference in sizes) of a hitbox and spawn them accordingly with an instance variable.

    However I can't seem to specify a specific instance with their instance variable (eg. hitbox_number =2), they are all spawning the same one. (See screenshot)

    If anyone can help out a stuck fellow here would be appreciated. Thanks guys.

  • Hi all!

    I have been playing around creating a brawl-like platformer game and currently stuck. Wanting to have 4 characters to choose from, each with its own animation as well as instance variables (e.g. run speed, jump speed).

    Method: (learnt from link below)

    One player object (invisible rectangle) + one animation object that consist of all characters' sprites. Using a global variable to call out corresponding sprites. This method can achieve 4 different character looks, but since it is essentially based on the same object, they all have the same instance variables. Am I missing something?

    What is the best way to achieve 4 different characters, each with varying properties?

    *sorry can't seem to insert hyperlink:

    construct.net/forum/construct-2/how-do-i-18/a-new-question-about-character-47614

  • 14 posts