racnos's Forum Posts

  • 7 posts
  • Hello! I have a problem I was wondering if it was familiar to somebody.

    I have a top-down project with 8 direction movement. The player has a shield and he moves with the 8-direction behavior. The enemy has an 8-direction behavior to make a knockback and some physics to avoid overlapping when pathfinding.

    When the player wants, he can press a button to get the shield up. This is just a sprite pined to the player on top of it that turns visible on press. This shield is just a sprite with no behavior

    When the enemy overlaps the shield, he is knocked out of it with some 8-direction values.

    Now, the problem. AT SOME POINT when the player has the shield, is moving, and overlaps the enemy, the player starts moving by itself in the direction it was already moving. Like if the movement key was being pressed. If I press a key in the opposite direction, the player stops moving, but when I release the key, it keeps moving in the same direction. Pressing the key makes it as if you start applying a force in the opposite direction of the current movement. Now, If I press the key in the direction the player is moving by himself, the movement stops. When I check the debug mode, it seems like the x and y vector are moving by themself, and pressing the key in the direction that the player is moving reset the values of those vectors to 0

    Is this problem familiar to anybody? Any idea what could be happening?

  • I see! Thanks! I'm not sure how to make it work as I want, but I feel like I understand a bit more now and I will keep trying.

  • An addition to this, I see that if I play with the x vector function on the event, they don't move at the same speed for right as for left! Just a bit more information.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hello comunity!

    I'm doing a small action here for my top-down rpg. I want the player to move slightly in the direction he is attacking, so I made this:

    What I'm finding out is that whenever I set the 8-movement speed, the player always moves to the right by default. In this case, the player instead of just moving left he moves to the right really fast and then he moves to the left as intended.

    Is there anything I'm not understanding with the 8-direction movement?

    I know I probably could do the same with bullet behavior in the angle of the mouse, but I was confused by this.

    Thanks for being interested!

    Tagged:

  • Everything working as a charm! Thanks!

  • Thanks for the replay! I made it work but not as clean as you told me, probably I'm misunderstanding how some elements work in construct. I'll keep working and learning!

    I'm probably going to make the whole state machine from 0 again and see if I made a mess somewhere. Here is the file in case you want to take a look!

    drive.google.com/file/d/1HMj1g8ZQowhHJZTtY6vTMYzqWF6DK9FW/view

    Thanks for your response!

  • Hello! I'm setting up a state machine here, but I'm having a lot of problems that I can't solve...

    This is the current one:

    The enemy family has 3 states, waiting, searching, and attacking. When he is attacking the "create object EnemyAttackFx" creates like 60 sprites instead of only one. And only creates them on top of one enemy and not on every enemy of the family that is in that state.

    Here is the script:

    I already try a lot of things but I'm a bit lost. Also, if anybody has a state machine tip to follow It would be great! I also have the problem of having only one member of the family doing another kind of stuff, but that's probably part of the same problem.

    Thanks for the help!

  • 7 posts