skdf's Forum Posts

  • Hi Skdf, I'm French

    I didn't know this game, it looks very fun, but it's not in French:(

    I'd like to help you, but I don't know how to do what you ask.

    Would you like to do a similar game again?

    Hi! It's fun indeed, even if a bit grindy :) There's a beta for French on PC so you should check it out on Steam.

    I'm not making a similar game in terms of gameplay but yeah it's set in a small village with lots of NPCs so I guess there are similarities.

  • Heya,

    I'm trying to replicate NPCs behavior in old-school RPGs like FF, Pokémon, or more recently Stardew Valley.

    Reference video:

    https://youtu.be/ot7uXNQskhs?t=102s

    As you can see, NPCs are living their lives while walking from point A to point B. In SV, their path is predetermined, while in some games they can wander around randomly for some time. Anyway, I want my NPCs to walk in a 4 directional movement and taking the shortest path while avoiding obstacles.

    I already tried:

    - Tile movement behavior with scripted events like "run toward this direction and change direction when there's something in the way". They can walk toward a direction, but if there's an obstacle they're stuck.

    - Pathfinding. 4 directional movement is complicated, even with diagonals option unchecked, the angles are often smoothed out, and the movement looks very unnatural.

    Well, thanks in advance!

  • It seems like gamepad rumble is not working in the desktop version. Any information on that?

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  • Thanks, but it works only with the X coordinates alone. If I try to retrieve X and Y, the sprite sometimes disappears and sometimes it's stuck in the corner of the screen.

  • Hello,

    I have a layout twice bigger than my window, so you often can't see all of the enemies. When an enemy launch a big attack, I want the player to be informed of it with an exclamation point (!) or something, so WITHIN the window, at a relative X and Y position.

    So if the enemy is left to the window, the warning sign should get the same Y position, but have a X position right to the enemy, visible by the player.

    I've tried lots of expressions, like "viewport", but I can't get a satisfying result. Could someone give me a hand?

    Many thanks.

  • I've read the sticky but I missed this Thanks !

  • Hi!

    I don't know if I'm in the right place but there's no C3 bugs subsection.

    Every time I open a project and test it, nothing works. I can just move with arrows, but variables are not moving when I click, text is not displaying what it's supposed to display... I've cut everything in the project with just "if Click somewhere, Destroy Sprite" and even this is not working. I restarted the project from scratch, it's worked until I've reset my PC.

    What am I supposed to do?

  • Well, I have absolutely no idea why, but as soon as I put "For each"in my events, everything worked like a charm. For now I'm going to hope that it doesn't bring weird bugs later.

  • Thank you, it seems to be a good way. Still I'm missing something. I've simplified my example but in fact I've got two objects on the two sides, like:

    Animation hit by weapon and InvisibleSprite is on floor

    Set Animation "hit" and InvisibleSprite to stop for 1 second

    I tried to compare values on both objects but the results are weird, like when the first animation is hit the second is stopping (the values are correct, I've checked).

  • Try doing if weapon collide sub event everything you want it should only apply to the one that got hit not all.

    I don't know If I get what you mean but would that change anything ? I think my problem is action-sided. Like, for my weapon, my event includes the collision with the animation, but the action includes the animation AND the invisible sprite. I would need either an event for telling "pick this specific instance and this specific instance" or an action in another event that would tell "this instance needs to do this at the same time that that instance".

  • Hey,

    This is what I'm trying to do:

    I'm spawning an ennemy which is composed by an invisible sprite with platform behavior and alongside with it an animation with collision detection that is pinned to the invisible sprite. I want to do some events like:

    When Animation is hit by a weapon

    Set Animation to play some animation

    Set InvisibleSprite to stop moving for 1 second

    But of course this applies to every invisible sprites. I tried to make an instance variable that is stocking the UID of the other sprite and pick it in my event but I can't get this working. Someone could give me a lead?

  • It doesn't seem to be this, if the collision polygon is set to bounding box it's the problem described on my first post, if it's another shape my character will keep falling.

  • Hey,

    Sorry for vague title ! I'm trying to make simple animations with my character and monsters, like running, jumping, etc. But it seems that the events "is on floor", "is landed" and that kind are taking in account the pixels of the frame and not the frame itself. So basically, when a sprite is running, everytime it steps are not colliding with floor, it's considered to be in air. Not to say this gives me a hard time since it's supposed to have some animations while in air.

    How can I fix this ?

  • Well, first your events were not really transposable to my layout, but I could make something out of the logic behind it. So for the basic actions (move and jump) it works, I hope it will be the same with the more complex ones (swipe and everything). Thanks a lot ! Too bad that's there's so few tutorials about touch controls

  • I understand the concept, but what's the application ? Which event do I need to do, is it with variables ?