Scottydoes3d's Forum Posts

  • I have an attack animation that I would like my enemy to repeat as long as it is in attack range. I have the enemy attacking but after one attack it stops. And I also have the system setting my attack and pursue boolean to false, but when the enemy attacks it stop setting the booleans to false.

    The other mechanics of the game aren't important for this question, so I want go through all the controls but the directional buttons move the characters. I'm guessing the problems lies in the AI group of he event sheet but I could be completely wrong about that.

    Any suggestions would be helpful. Thanks in advice.

  • I use several devices. My laptop, desktop and desktop on my office.

    How many devices would be allowed if I purchase personal license?

    According to what I read and how I understood it, you would have to purchase a personal license for every device. I could be interpreting it wrong though.

  • Thanks again A0Nasser, it worked. I honestly have never had to use collision before so you also taught me something today.

  • Thanks, I will give it a try now

  • My character keeps walking through the ground. I'm not sure what the problem is. I feel I have had this issue before and solved the problem by changing the pivot point. Could someone please take a look at my capx and see if you recognize an issue.

    Thanks

  • Ok, well I spent most of today working on this part of my project. I have the mechanic working and I learnt a couple of things today. I created a condition that asked the system to check every choose (2,3,4,5) and set the objects y to it's current position + choose(11,15,16,19). I wished I could the object to have a gradually transition but I test it out a cpl of times today and I am satisfied with this part of the game.

  • I know it has been a while but I took some time off from the project im working on but now I'm back to work. I'm still having an issue with that post I entered below. I'm still a beginner when it comes to some parts of construct so I'm not too sure what you are taking about exactly, but I am eager to learn.

    To be completely honest I understand everything until instant variable after that I'm lost. I'm not even sure what object I should create the instance variable on. Please help.

  • Thanks for reviewing my progress. I'm not too familiar with arrays, do you have any resources that you can recommend that would be helpful for someone new to arrays?

  • I have been working on this idea for a while and I'm finally starting to finish. I have run into a slight issue though, seems I have reached the max about of events. I've managed to delete some of them but I wanted someone else to look over the project and see if I was using my events efficiently.

    Also, if you would like to contribute any ideas to game play or anything else please let me know.

    Use keyboard d-pad to move character. Press "A" to attack(attack doesn't do damage, it just runs animation). To walk down the stairs press down at the end of the hallway. When you are overlapping a lever, press down to turn lights off.

  • Thanks, I'll give that a try today.

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  • I have these levers in my game that I would like to move down randomly and I also need them to stop randomly. On start of the game the levers start in their top positions. throughout the game I would like the levers to individually move down at different times (so even if lever_1 moves lever_2 and lever_3 don't have to move.). I also would like the levers to individually stop their downward movement at random times too.

    Example: Every 4-9 seconds the lever should move down for 2-4 seconds then it should stop. That should repeat until the lever reaches the bottom.

    I have attached the capx that I have been working on and the progress thus far. I haven't started with the random timing mechanic because I don't know where to start exactly.

    capx instruction:

    move sprite with arrows

    move sprite over place holder and press up and down arrows to move lever

  • >

    > So if I wanted the max opacity to be 90 in stead of would I just say..... on start set square to 90% opacity, then instead of dividing 100 I should divide 90?

    >

    Simple answer, yes. I've added a clamp to ensure it won't go over the maximum.

    You went beast mode today dude....thanks

  • Well, I don't how how hornet did it, but try it, I guess...

    OK I will, thanks for your suggestion earlier, not too familiar with Construct yet so I honestly didn't understand too much but I understand a bit more seeing the example.

  • Similar to Whiteclaw's suggestion.

    Ba Da Bing Ba Da Boom, that's it!!!! Thank you so much. Question...So if I wanted the max opacity to be 90 in stead of would I just say..... on start set square to 90% opacity, then instead of dividing 100 I should divide 90?

  • I've edited the capx so that now it will fade visible and invisible using opacity each time you flip the switch. I didn't do the 50% opacity if the switch is halfway, but if you study the capx, you should be able to easily do it as well.

    https://www.dropbox.com/s/xp2l3oggmgk1y2s/Lighting%20TestModified.capx

    Thanks for your help, but this is not exactly what I'm looking for. I may not have described what I'm looking for good enough so I will try again. The switch works as a light dimmer. At the max position of the switch (the highest position) the square will be at 100 %. At the minimum position of the switch (the lowest position) the square will not show at all. So for every position between the max and the minimum, the square's opacity should be relevant to the position of the switch.

    Example: If you pull the switch 50% of the way down and stop it there, the square should show 50% percent opacity. If you then push the switch 83% of the way up, the square should 81% opacity.

    The switch acts as a gauge for the opacity of the square. Thanks again for the quick response maybe I can tweak your file to get the results im looking for.