Nimtrix's Forum Posts

  • Congratulations mrmdesign & tianxxxchris, welcome to the family! <img src="smileys/smiley41.gif" border="0" align="middle" />

  • You can make all kinds of AI, it's in no way limited. You'll need a good understanding of the software if you're planning something advanced though. <img src="smileys/smiley1.gif" border="0" align="middle">

    There are many examples here in the forums if you search, in fact, I just made one in this thread.

  • Well, that took a while. <img src="smileys/smiley17.gif" border="0" align="middle">

    AI_DynamicAimWithinRange.capx (r99)

    Anyways, I think it's pretty stable. I haven't commented a lot, but just ask if there's something you don't understand.

    Edit: Oh, I didn't bother with destroying the arms, I don't think there's much to gain there to be honest. Would probably be more performance-heavy if you spawned and deleted them all the time than if you just leave them. You can do that yourself though if you want.

  • It's working fine for me too, can you move your character at all? (Arrow keys)

  • Did you assign an event sheet to the layout? Every layout has to have an event sheet assigned in order for the events to happen.

  • There's just too much, it's very hard to navigate through for an outsider, it could take us hours just to figure out what you've done.

    If you can make an example with JUST the AI, no unnecessary particles and animations etc, just keeping it simple, I can see if I can help you.

    Also, more comments and groups to seperate different parts of the code and to help us understand what you're trying to do.

    But I don't have time to figure out every last thing that happens in that .capx, and I'm guessing that's why no one else has answered either.

    Edit: Or, you could explain to me *everything* you want the AI to do, and we can start from scratch.

  • Yeap, it's a very important part to get right. <img src="smileys/smiley2.gif" border="0" align="middle" />

    Always happy to help, welcome to the community by the way.

  • The jump is because you moved the origin to the hip. You only changed the origin of the first frame of the animation, so the first frame will jump to where the origin is.

    Make sure the origin is at the middle of your character on every frame of every animation. Some people (including myself) like to keep it at the bottom middle of the character.

    Edit: See page 3 and 4 of this tutorial if you're unsure what I mean.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Maybe have a look at this thread, and this manual entry?

  • Just a force of habit I guess, you have to do it the hard way if you're working with spritesheets and such. And sometimes you might want a different name than the file name. I almost never drag & drop myself, but it sure is faster and easier if you name your images properly. As for the video tutorials, you have to show people how to do it the proper way first at least. It's a great feature though, so it should be mentioned.

    Edit: By the way, this topic should probably not be in this sub-forum, it's not exactly a question of how you do something.

  • It's perfectly fine to drag and drop sprites into the layout. It's a part of the "Beginners Guide" by Ashley as well, if I'm not mistaken.

  • r99 is the latest beta release, I'm guessing you have r95, the latest stable release. You can download it from the link "Download Construct 2" at the bottom of the front page under "Make games", or just click the one in my signature.

  • maxp010:

    It's easy to overlook the simple things. I read all the "Breaking Changes" in the release notes very carefully after each release, since it's the only thing that will break something that used to work. So I knew where to look.<img src="smileys/smiley2.gif" border="0" align="middle" />

  • maxp010:

    The "Set Angle" property in the bullet behaviour used to be "Yes" by default, but was changed recently. Set the NPC's property "Set angle" to "Yes".

  • Ditch the anchor behaviour, put your sprite on a layer with parallax set to 0,0.