PulvererPeter's Forum Posts

  • Another question relating to this topic.

    Can somebody tell me how i can write a condition into an xml file? For example, i have a variable which sets the language of the game. Like 1 for english, 2 for german etc. Now i wanna write all the dialogue into an xml file. Now i need to check the condition "if english-variable is 1" then ......... How would i write a variable check inside the xml document?

  • grigrizljac dsminor

    Great Tutorial, thank both of you . Hope i can understand how to do it.

  • Anyone has a smart solution?

  • Ok thank you guys

    dsminor Thats what i actually thought of first, but also i thought maybe there is more "easy" and obvious way. Thank both of you!

  • I meant you can only assign object A to object1 but not to object2 at the same time, thats what i meant : )

  • Actually, all i wanna do is, assign an object to the enemy, so if the enemy dies, the object will disappear too. I dont wanna use containers, cause obviously you can only assign one object to one enemy.

  • Anyone knows a simple solution to this?

  • Hey there,

    I have a special problem.

    In my game you can poison an enemy. Now if the enemy is poisoned, an event is creating a small symbol over the enemy with a fade behaviour. At the same time the enemy gets poisoned, set to "poisoned"-boolean and the enemies "poison_timer" starts counting down. The fade-wait is getting set to the poison timer and the fade starts. So far so good, now when the poison-timer reaches zero, the poison is gone and also the symbol has faded out. Works fine.

    Now the problem is, i cant get my head around how i can make the symbol fade, when the enemy is dying.

    Lets say the enemy just got poisoned, the symbol appears over the enemy and now the counter is counting down, lets say 8 seconds.

    The enemy gets killed after 2 seconds. Now the enemy is dead but the symbol remains there for 6 seconds, even when dead.

    Is there a way to assign the symbol to the enemy which got poisoned so it "recognizes" the enemies death. I tried setting the fade on enemys death, but that didnt work.

    Hope somebody understands my problem and can help me. Thanks!

  • Rasputin Thank you so much, i never knew about it. So basic though haha....

  • Hey there,

    In my platformer there are some frozen floors. Now i want to make the character slide over the floor, when on touch with the icy underground.

    For example, if you are standing on the slippery ground and press left, the character moves left, now if you stop pressing left, he still slides a bit to the left.

    Any idea how to do this WITHOUT the physics behaviour?

    I saw this effect in games like the old Mega Man Willys Revenge on Gameboy, so i was thinking it should be easy to do that?

  • Wow great ideas! Thank you R0J0hound

  • Hey there,

    In my project, on some levels i have a snow effect, made with particles. Now if you move from one level to the next, the snow particles are of course gone and need start all over again. This doesnt look very realistic, as on every new screen the particle starts spreading from zero.

    Is there a way to have the particles spreading already on start of a layout, so they dont start from zero?

    I hope you understand what i mean.

    Thanks in advance!

  • Hey there!

    I have an enemy object with different animations like "idle", "attack" etc. Now i gave the attack animation an imagepoint and set up events, player gets damaged on overlapping this imagepoint. So far it works fine. But now, when the enemy-animation changes back to idle, it seems the imagepoint of the attack animation is still working and therefore causing damage, even when idle.

    Can somebody explain how imagepoints really work? Is it intended to work like this?

    Thx in advance!

  • Thank you all guys for your help, but somehow it still doesnt work. I guess i will go with destroy enemy and try some kind of workaround.

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  • Ok here is my collision event.

    And here is the experience point event.

    The damage works fine. The strange thing is, also the experience points work fine, but only when i kill the first enemy, after the second one the exp will be added continiously.

    The question is, how to make it just happen one time. Even "trigger once" didnt work, cause the enemy is set to state 11 "dead" and will continiously give exp. So how can i stop it?