nintendogeek01's Forum Posts

  • 6 posts
  • In order to guide an AI controlled player I've set up invisible boxes that tell it which direction to move and when to jump and all that. I've set an instance variable called JumpStrength to tell the AI how high to jump on the individual boxes (by default the strength is set to 350).

    I set down two jump boxes, and changed the second one's strength to 650 while leaving the original one at 350, but when the AI collided with it the jump was only a 350, the same as the original. I think the AI isn't reading the instance variable of the one it collided with, but rather the value the object as a whole has. How do I get it to read the individual boxes' variable?

  • In this platformer demo I'm working on there's a platform the player jumps to, and when that happens the ground just ahead of that platform will rise up fast, followed by the ground behind them rising fast. After both pieces of ground hit the top of the window screen I want them to move in toward each other (crushing any player who wasn't fast enough to get off the platform). After the pieces of ground collide, I finally want them to slowly move back to their original positions.

    I've tried messing with the bullet behavior (editing the angle and speed in the event sheet as necessary), and tried just using the move at angle event. So far both have been unsatisfactory. Is there a simpler way to move objects in a set path?

  • C3 is working correctly, it's the logic that a wrong.

    every 4 seconds "centre" is playing so it switches to "right", then immedialty it executes the code below, since its now "right" this condition becomes true so it changes to "left", then does the same for "Centre" again.

    You could try,

    every 4 seconds... set variable to 0.

    (sub events)

    animation centre playing AND variable = 0, set animation to "right", set variable to 1.

    animation right playing AND variable = 0, set animation to "left", set variable to 1.

    animation left playing AND variable = 0, set animation to "centre", set variable to 1.

    setting the variable to 1 stops the line below from becoming true until another 4 seconds pass.

    Thank you!

    Oh and sorry I didn't mean to imply I thought it was a Construct 3 problem, I knew it was completely an error on my part. But again, thank you!

  • I'm sorry if this isn't the right place for questions with development in Construct 3's beta but I didn't see another place to put this (other than Construct 2 help and that's a different version).

    I can't seem to get my animations to change, once it stops moving it switches to "Center" properly like I want it to near the top of the attached picture, but it stays on center without ever changing. Please help.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Sorry for not having a picture up sooner.

    Testing this out in the top down shooter template for now until I'm sure I've got it. So anyways. I've tested it to know that I've got the switching turns thing done correctly, now how do I restrict the player's movement distance?

  • I'm working on a turn-based game as a project and I want to allow movement, but to restrict how much movement a character makes per turn. I plan to use a sprite to highlight the area the player is allowed to move during their turn, but I'm not sure how to make sure the character avatar doesn't move past the highlighted area during their turn.

  • 6 posts