Poxnixles's Forum Posts

  • The same way. Family instance variables are additions to each object.

    Changed things up and everything's hunky-dory again, thanks!

  • It should be on the Family, not the enemy.

    In that case, how would I still get it so that each enemy has its own initial HP?

  • All the enemies in the game I'm making are intended to have an HP instance variable (with varying values for each), but it seems each enemy having the value and the family for enemies having the value is mutually exclusive. Any workarounds?

  • I guess by bounding box I meant collision box, I think. Not sure of the name. Actually I kind of figured out a weird way to go about what I wanted to do. Thanks for the help though, it pointed me in the right direction!

  • That basically works! Though I just thought of something: what if the second object's target was the part of the bounding box the first object was closest to, rather than targeting the second object's origin?

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  • Not sure how much more I can explain besides the title. I'm sure it's simple to accomplish but I'm not sure what I'd use.

  • How would I get something like the bumpers in levels like Casino Night working?

  • Bump?

  • Ok, I've got it now! Thank you for the help!

  • Yes that should be the simpler behavior actually - right when they overlap, pin player to object (suggest adding Trigger Once as well).

    I made an example for someone else, for picking up an object. Not exactly what your situation, but you should be able to get the idea.

    https://www.dropbox.com/s/gf5pnjr3jcrwr ... .capx?dl=0

    Seems to help a bit but I'm scratching my head at an inconsistency where the player doesn't want to follow the object's movements. It sticks to one position for a moment while overlapping only.

  • Try using collission or overlap conditions to specify which instance is being picked specifically, then pin the player to the object.

    That worked! Now though I'm wondering; is there any way I can get the player object to connect from -where- it was when it started riding, rather than onto a set image point?

  • Good luck, can't wait to see this finished.

    How'd you get the surface rotation to work here exactly?

  • I get as much as setting a position to an object, but the problem is that it makes the player object warp onto a different instance of that object rather than the closest (directly overlapping) thing.

  • Sorry, I meant the animation for a sprite that overlaps the player object rather than the motions themselves.

  • Quick way I can think of is use "On collision with another object" - set Sonic's angle as the same angle as that object.

    With platform objects you mean? Don't know that would work out so well.