nickl's Forum Posts

  • virtusal

    Try the attached file. I added in a check for "not T keydown" when setting the Running and Idle animations.

  • laserbeak43

    Looking at the path in your pic, it looks like you have the steam version.

    Did you download the free steam version then purchase a key direct from Scirra?

    If so, download construct2 from scirra too, then put your key into \Program Files\Construct 2\ .

    If you download the free edition from Steam then upgraded to the full version through steam, steam handles the licence file for you, you should not have to put it there yourself.

    This should help -

    https://www.scirra.com/tutorials/57/how-construct-2-licenses-work

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  • Animations are made up of images. A sprite can only show one image at a time. An animation only shows one image at a time. This implies that only one animation can be playing at any one time.

    If you want something like this

    sprite1 animation1 is playing AND sprite1 animation2 is playing THEN do SOMETHING

    SOMETHING is never going to happen, because a sprite can only ever show one image at a time.

    At least that's my understanding.

  • delgado Sorry I can't open your capx, I'm running R190 and I'm halfway through a project so I won't be upgrading to a beta version.

    I'm sure someone will be able to point you in the right direction though.

  • Just previewed your capx in chrome and I get the same error.

    It does seem like a bug.

  • delgado Did the or block get created ok?

  • How about in your 3rd example, select both Slot conditions, then right click one of them on the very left behind the word Slot and choose 'make or block' ?

  • Your welcome.

    If your thinking of purchasing C2 I really can't recommend it enough. I've tried GMS, AGK2, Unity, Phaser.io and probably more, but C2 is the one I use. However, as with most things, it's not the tool it's how you use it .. and how much FUN you get from using it

  • PixelBoss

    That global variable is not strictly necessary. In events 1 and 3 we check to see if the enemy has line of site to the player, if it does we tell the enemy to move towards the player at EnemySpeed. Having the EnemySpeed variable means we can just change the EnemySpeed from 3 to 2 to make the enemy move slower, or change it to 4 to make the enemy move quicker.

    We could remove EnemySpeed and hard code the speed values in events 1 and 3 instead if we wanted.

    Also, calling the variable EnemySpeed is just a name, we could of called it anything, it's just used to set the rate at which we move the Enemy along the X axis.

    Double click the EnemySpeed variable, change it's name to anything and C2 will update the events that used EnemySpeed with the new name.

  • See if the attached capx helps. It's not 100% what your asking for but it get's the enemy chasing the player when in sight, and the enemy will jump onto platforms if the player Y position is less than the enemy Y position, the player is not falling, and the enemy hits the sensor (called jumpbox in the capx).

    And there's no angle changes in the enemy.

    I'm sure there's better ways to do this, but hopefully it will help.

  • Try adding an event like this :

    Event: 'charter - on collision with platform_destroy' AND 'charter - platform - is falling'

    Action: platform_destroy - destroy

  • Lordshiva1948

    Ah, that is working better than my method too, thank you for the help.

    Nick .

  • eli0s

    that's a great solution, thanks for putting the effort in explaining it all.

    Adding the extra flash and 'bounce' features look fab too, thank you.

    Also, I've never really understood Tiled Backgrounds, so thanks for replacing my platforms with them, that has helped me get my head around them!

    Nick .

  • Hi

    I have the 'player' and some 'baddies'. The baddies have the sine behavior so they move left and right along a floating platform, and the solid behavior.

    The player has the platform and boundToLayout behaviors.

    When the player collides with a baddie, I play a sound. Now the baddie will push the player which is what I want, but as it's pushing it the collision sound will repeat.

    What I'd like is for the collision sound to only play once, or for it to play say every 0.5 seconds (for example).

    I've tried with a system-wait for 1 second, but that doesn't work.

    I'm sure I'm making a fundamental error, so any help would be appreciated.

    The .capx should be below, it's made with construct R182.

    Thanks

    Nick .

  • Manarsoft

    many thanks for the help. I've done as you suggested (or as close as I can work out) and using regular Set Angle outside of the physics group does indeed set the turret angle to whatever I tell it. However it's an instant movement of the angle so it doesn't look great.

    So I changed Set Angle to Rotate Towards Angle, and that basically does the same.

    I've also tried unacquiring the the target too, to stop the tracking as soon as it sees it again while rotating it away from the target, still no luck.

    If you have the time, I've attached my capx.

    Thanks.