moymoymoy's Forum Posts

  • It works! It works it works it works!

    Thank you so much.

  • Ive been having a similar issue with my project. I have a thread here called "How do i set 1 sprite onto multiple instances of an enemy".

    What i wanted was to have a seperate animation run over the top of an enemy when the player is near him. Check out the thread and see if theres anthing useful

  • Ive added/modified the necessary parts to work on my project and the Sprite5 now follows the enemy head! This is amazing!

    The only thing wrong now is that even though the Sprite5 is created on layer1 (my top layer), it is still appearing behind the enemy. I feel bad asking for more help considering how much you have given so im gonna try figure this one out but if you have any tips i wouldnt turn them down

    Either way, you my friend, are a star! Thank you for everything

  • I'll add the capx if it would make things easier but here is a screenshot of the movement and attack for the Forest Cow enemy for now:

    [attachment=0:2672vi6k][/attachment:2672vi6k]

    I tried adding in extra actions to mirror the Sprite5 in both parts and with sub events as well and they didnt work.

  • Ooops just saw your reply too! Sorry hahaha.

    I tried the extra actions for mirroring but it didnt work. Will try the family thing now

  • I should explain further, when the player goes near the enemy, i want a sprite to appear on the enemy. In this case, it is an animated head that tries to bite the player. If the player is not near then the added sprite dissapears and the enemy looks normal again.

    ^^^^^ This we have achieved but without the "set position to" the added sprite stayed in the same place and did not move with the enemy. Without the pin behaviour i had the same thing. With both of them, the added sprite pins to image point 1 (the enemys head) and moves along as the enemy moves left. When the enemy moves right, the added head sprite stays on the position af it was moving left.

    I'll try the Sine behaviour (not used this one before I will update in a few minutes!

  • Update: Together, both the pin behaviour and the "set to position" work lol. The only problem now is getting the sprite to mirror WITH the enemy as it moves along the platform and to be on the correct layer >.<

    One thing after another lol *rolls eyes*

    Thanks again for your help.

  • Just an outside the box thought here for your flying enemies:

    Another option could be to give them the platform behaviour and get them to walk (fly) back and forth across invisible platforms with edge markers to stop them going off the edge

  • Update: Pin behaviour and "Set position to" did not work.

    This is certainly the most difficult thing ive encountered so far on C2 >.<

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  • Heya,

    Ive tried an distance check copying your methods on that capx file. See below:

    [attachment=0:11lr0rqc][/attachment:11lr0rqc]

    It gave interesting results. The distance check works perfectly so thank you so so much for that. However, the sprite that spawns (Sprite1) stays stationary and does not move with the enemy. Im thinking of just testing out the pin behaviour and pinning it to an imagepoint. I'll let you know how that goes.

    Thanks a lot for your continued assistance. If there was a way to thumbs up your profile or rate your help, i would give you 10/10

    Edit: Sprite1 in that screenshot is actually called "Sprite5" just to make things more confusing

  • Yeah kind of. Id like to spawn another sprite with animation (lets call Sprite1) on the multiple instances of an enemy (lets call this Sprite2).

    I checked the capx and i see the "create object" being used. Is there an option that will allow me to delete the created object if it is not within the collision circle? This would mean that the Sprite1 created would be destroyed but ONLY on an enemy NOT in the circle.

    I will continue to mess around and see if i figure it out but if you could help more, it would be greatly appreciated

  • Its not allowing me to open that capx because it is from version 167.2 and im on 163 which is the most recent version scirra is allowing me to download?

    I just wanted to clarify though:

    It is a seperate sprite+animation i want to add onto multiple instances of those enemies. Basically, it is an attack animation that will play over their current heads if they are within the circle.

    Appreciate the response, thank you

    Edit: i see it is the beta, i will grab it now

    Edit2: its not quite what im trying to achieve, i hope the clarification above explains myself better

  • Hey all,

    Im stuck, again

    Im trying to find a way to get a sprite+animation to run on multiple instances of the same enemy. I need the sprite and animation to become visible and run only when each individual enemy is in a collision circle pinned to the player, AND for each instance to have its own sprite+animation running instead of having have ALL enemies in the collision circle for it to work.

    This sounds confusing, so i will provide a screen shot:

    [attachment=0:216eu971][/attachment:216eu971]

    So when each enemy collides with that grey circle pinned to the player, they will each have their own sprite+animation run, but starting with only ONE instance of the sprite+animation which is currently off screen. I hope im making myself clear.

    I have tried using things like "For Each "enemy" with 2 sub events and spawning objects and stuff and i cant get it working >.<

    Thanks in advance for any tips/suggestions,

    If you have any questions, please ask

    moymoymoy

  • Yeah, no problem buddy.

    Either way, good luck and have fun! ^_^

  • Hahaha youre welcome. I know the feeling of head scratching and getting nowhere all to well so i get where youre coming from. Im just glad i could help!

    I think i could help with the lives feature but that would be a bit more lengthy and i got some stuff to do. If you have no success with it, i can try check it out later if i have some time