ramagoi's Forum Posts

  • You could check if the turret has anything to shoot with the turret hasTarget event. like this,

    If Not hasTarget >> bow.angle = 0;

    the problem is, turret/bow is always has target. And I can't invert onShoot condition. what if the bow.angle=0 but the Box going to left-down overtime? Or do I need to remove turret behavior? I just need to figure out how to set angle when bow not onShoot mode.. thanks for reply BTW

  • so I'm using turret behavior for my bow and transparent box for move and pin the bow to box. when player close enough with enemy, bow will face to the closest enemy. but when out of range, the bow angle stuck. how to fix the angle of bow to same direction as box again? thanks

  • Not sure I understand. When an enemy stands still, the knockback works. But when the enemy is moving, the knockback doesn't work. Is this correct?

    Maybe the MoveTo has priority over the 8direction behavior. Try changing their order in the list of behaviors:

    If this doesn't work, try disabling MoveTo for a brief moment when the arrow hits the enemy. Or maybe set its max speed to 0.

    true! this is what I need.

    changing the order of behavior doesn't work. But the second option work very well!

    thank you sir

  • Hi

    Recently I added knockback event on enemies and good when enemy keep on their position. but the problem is when enemy got hit from player for the first time, enemy just want to go to player, but every time arrow hit on enemy they wont knock back anymore. Im using pathfinding and moveto along pf. how to fix that? the gameplay is like archero(android).

    thanks

    Tagged:

  • Because the data already exists it won't load those default values. If you really want to overwrite them for testing purposes just alter your events for a moment to call DataDefault on item exists. Or you could use 'Clear' to get rid of the old key data.

    OK its work. so I just added "when space pressed, clear storage/key" and rerun the layout.

    thanks again

  • We can't see the important events such as when you are calling the function and where else you are changing the dictionary, the screenshot doesn't show much.

    this is all I have

    just want to change the value from 10 to 2 as default. I don't have any value to store.

    like attack speed I filled it 10 before but it's too fast so I change key value to 2 but its still 10 when debugging

    and, can I add or subtract the value of dictionary?

    thanks

  • I just try the simplest thing change the value of my attack and attack speed but it just dont work even I recreated them. Is this a bug?

    first I create value of atk & aspd with 10 then I change to 2 but when debuging layout its still show 10

    Tagged:

  • Check out this demo

    https://howtoconstructdemos.com/circular-progress-bar/

    wow this is harder to understand than i expected. but i'll give a try.

    but thank you

  • how to add animation for cooldown clockwise like button on mobile legend?

    https://youtu.be/5fUUj6T13xs?t=67

  • Use an image point behind the sprite (Make sure if it's animated it's on each image).

    Set the angle to the angle(player.x,player.y,player.ImagepointX(1),player.imagepointY(1))

    This video will walk you through if you need it:

    https://youtu.be/2a7Gn_O4_3k

    woah thank you so much!

    I commented on your video before about auto battle system like mmorpg but it solved by lionz :))

  • When you change the 0 to 180 it still moves to the right? I don't see how that could happen. Maybe if you have more than one player instance then a picking issue, other than that I don't know.

    it move to the left. but if player change direction to bottom it still go to left not top

  • how to make my player dash backward instead forward? I tried to set angle to 0 or 180 but its not working

    im using bullet behavior to player for dash and 8 direction

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  • Getting stuck while pathing is not really a problem with the instance but the pathing itself. You need to make sure the cell size is appropriate, tight spaces are a problem for pathfinding. Test it in a larger open space to see if it works.

    I see.. Thank you a lot for helping me. so far so good the game run well. I will ask on another thread later

  • When you use on destroyed you are picking only the instance that was destroyed, so you cannot then pick more monsters. You can put those events into a function, then on destroyed : run function. Function allows to pick from all instances again.

    what's wrong with my code? when monster is dead, then player will find path to another monster on the field right? again and again.. Do I need "for each" or something?

    ===============================

    UPDATE

    this is works so far but got stuck in the end

  • It is that but the other way around, like I said the enemy object with pick nearest to player.

    dmmn its work!! ur great.

    next step is how to make it continuously killing the mobs. Im adding this and nothing happen