Societyisbabylon's Forum Posts

  • Nevermind, I figured out it had to do with Z orders. I fixed it and got perfect gta styled buildings (And fences!)

  • I managed to get a grasp on a lot of basic stuff this week, thank you all for pointing me in the right direction.

    I learned that the light shadow plugin could be used to make 3D topdown buildings, but I must be doing something wrong, because, sometimes the shadows dissapear. The light object is pinned to the player, and works most of the times, it appears that the "glitch" happens if the player walks to far.

    I hope I was able to be clear enough, if not, I will try to explain myself better, english isn't my first language, so please, don't beat me too hard.

    Here is my setup:

    In action working:

    In action stops working:

    Download - https://filebin.net/hnttvcuv7djupnvq

  • Aye, I'll do that in the future if I can't get things running despite tips and advice. I finaly managed to get spawners to work, my issue was that I didn't understand I needed multiple checks to solve the problem.

  • Hm, I decided after some fiddling that it was better to have spawn points placed around the map, I have it spawn npc's every 1 second if a random variable = 1, otherwise not. When npc's are offscreen they are destroyed.

    I'm still struggling with having the game check where things are, I need to fix a zone where the spawn rule applies but I just can't figure it out. I feel like it's super easy to do, I'm just not seeing it...

    And, I can't figure out how to check for current position either...

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  • Im having a bit of trouble with my spawners, I have 2 spawners on the "HUD" layer just outside the visible field ingame, so they move when the player moves. Every two seconds they spawn an npc that walks left or right depending on where it spawned, my problem is if I move they spawn location doesnt move, the npcs are spawned on the original position of the spawners instead of where they currently are, any tips on how I fix this?

  • I had issues being able to scroll between weapons in the inventory. I managed to get it working with global variables as you suggested. Heh, I need to remember to use globals more =)

  • I can't seem to get my inventory to work properly. I have managed to get a HUD layer going with a lifebar and a slot for weapons, I can pick them up and use them, but I get a bit confused when it comes to setting up the variables.

    This is how I currently have it set up:

    On the HUD, I have a sprite with frames for each weapon

    The player has instance variables:

    Unarmed

    Gun

    Bazooka

    And the crates are just sprites that when the player collides with for example the gun crate the player instance variable Gun is set to 1 and the gunslot is set to 1.

  • Im having a bit of trouble with npcs in my project. Im trying to set up so that if an npc is off the screen for 3 seconds, they get destroyed, the problem Im having is that I dont know how to set up a check so the counter resets and stops if the npc is on screen, at the moment they blink out of existence while on the screen. Could someone hint me on how to set this up properly?

  • Ah, okay. Thank you.

    I set it to be a bullet, then toggled it on when hit, changed its speed to 100, then set the angle of motion to player.angle, and set the bullets acceleration to -50. Voila! This is extremely neat.

  • Ahh, thank you very much!

    My next question is regarding physics (I'm guessing)

    I can make the player punch stuff and change the animation of the thing getting punched, but I want it to glide a little bit too, would you mind explaining how to do that too?

  • Hello everyone, I'm fiddling with my first project, and I could use some help with events. I'm doing a simple topdown game, I figured out how to move with WASD, so that's a start.

    Now, I'm trying to make it so that when "spacebar" is pressed, the players "punch" animation plays. As it is now it doesn't play, could someone explain to me how to make it work?

    I attached a screenshot of my events: