Smileh's Forum Posts

  • So I'm trying to create the mechanics for a dropping block enemy.

    So far I managed to make the player get smashed if it sits on the block and get smashed against the roof, but doing the same approach I can't do it the same for the floor.

    This is an example capx of the blocks: https://www.dropbox.com/s/a9t9qr16v1uyh ... .capx?dl=0

    Basically I have a smashed function that plays an animation, player dies and restars the layout.

    Managed to make it work when smashed against the top like so:

    Player is overlapping BRICKENEMY at offset 0,1

    Player is overlapping Tilemap at offset 0,-1. - Call function Smashed

    It works "OK". The animation keeps looping and if I trigger once it won't play any animation but will restart the layout.

    Can't do the same whenever I want it smashed against the floor. It just doesn't play any animation. I guess in this case I have to call it in a different way.

    I basically need a fix for the animation looping for the "roof smashed" and I guess I need a different way to trigger the floor smashing. Any help so appreciated.

    Thank you!

  • Smileh

    I have no idea, could you provide a very simple capx?

    rexrainbow

    https://www.dropbox.com/s/a9t9qr16v1uyh ... .capx?dl=0

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  • rexrainbow

    Hey Rex, another great plugin Im using. I'm encountering an issue with this one tho, let's see if you could help me out.

    I have those events.

    This is kinda like a dropping block from Super Mario. As you can see I just move the sprite's Y BUT whenever reaches the top it moves it's X +3 pixels, so every cycle it keeps getting further to the right. I could stop this by moving it's X to -3 but then it looks really weird.

    Do you know what could be causing this issue? Thank you!

  • Smileh

    What's "move him just UP and Down"? It only has moving forward/back, turning left/right commands.

    Well for example just going Y+100 and Y-100. Just one way up and down.

  • Here, found this example earlier while deep diving through the forums.

    https://www.dropbox.com/s/nc14zsrwrceit ... .capx?dl=0

    Appreciated, but doesn't really do what I expected. I feel the events I have play it better.

    Could someone tell me why the moveto is moving the sprite 3 pixels everytime even if I have set the X to 0 and just move the Y vector?

    Thank you

  • I think this option would be more useful. https://www.scirra.com/manual/152/turret

    I really don't follow how a turret behaviour is gonna do properly any of this.

  • Hi.

    So I'm messing around with different options. I don't know how to exactly achieve this the right way. I want the classic angry brick which is sitting at top and whenever you get close it falls rapidly or make it in a timer, would like to learn both ways.

    I'm not sure which way to go. I could go with MoveTo by rex + Platformer behaviours, I could go with ZigZag by rex behaviour or even Shine. I think there's a few posibilities.

    My question is, which one do you think is the right way to approach this?

    This is the very first aproach I'm taking. Very simple.

    (One problem I'm having is, the Sprite every time it collides with the roof is moving it's X 3 pixels. I can counter this by adding -3 but I would like to know why is this happening.)

    Thanks

  • rexrainbow Great plugin is been really helpful for now. I do have one question tho.

    I might be stupid but I can make it work in many different ways, but I haven't been able to move him just UP and Down.

    How can I achieve that?

  • Here, take a look at this capx. Maybe it'll help you out.

    https://www.dropbox.com/s/uspynnldbvr0s ... .capx?dl=0

    Worked for me. Thanks!

  • Do you want the mana to go negative ? Or the health, not sure what you display in the bar.

    I want the bar not to grow in the opposite direction. The bar decreases it's size depending on the HP variable. If it reaches 0 it doesn't stop. If you have some event that keeps substracting HP the bar will start going in the opposite direction since it is negative value.

    I don't know if I made myself clear, english ain't my mother tongue.

  • Hey Magistross great plugin!

    Took me a lot of time to figure this out but finally feels like I'm getting it to work. I have one big question.

    When creating the dialogues with your Utility my logic tells me I should save the whole thing as a JSON file but it doesnt work. However if I press on Download Dictionary it does work.

    Problem im finding is I can't set the portraits to display. I created new sprites for the portrait and named them. Then used the same name in your utility and it wont load them. Is this the correct way to do it? If so why isnt it working?

    Thank you

    EDIT: Fixed protraits. Found out I just have to add it to the animation frame. Not a new sprite.

  • Every second

    mana = max(0,mana - 1)

    Thanks for replying and helping me out.

    But I think that will just fix it for that lonely event, won't really stop the bar from functioning that way. I need a bigger fix.

  • Hi!

    I was following this tutorial to make a mana bar for my game, but I noticed when the hp/mana/whatever reaches a negative value, the bar goes outside the frame in the opposite direction.

    I woudnt have notice this in a normal situation, but since I have an ability that will consume mana every second, I noticed once you reach 0 power, the bar keeps going in a negative value.

    How could I fix this? Thank you. Appreciate a comment with a hint or tip rather than a capx I dont like copy pastes.

    This is the tutorial.

    https://www.scirra.com/tutorials/182/ma ... bar?page=4

  • > I did it with a variable on Lever called Which_Gate.

    >

    > Pick UID - Lever.UID

    > >Pick UID - Lever.Which_Gate

    >

    > Works like a charm.

    >

    I thought UIDs changed every time the game was loaded.

    Hmm no, that's why they're unique. As far as I know.

  • I did it with a variable on Lever called Which_Gate.

    Pick UID - Lever.UID

    Pick UID - Lever.Which_Gate

    Works like a charm.