SpyDaniel's Forum Posts

  • Would the enemy need to be on the same layer as the object? At the moment my enemy is on layer 1, the wall is on layer 0. I'm guessing this is why it hasn't been working for me?

  • I have an enemy that spawns randomly within a layer, but I have come across an issue. I have wall objects and I do not want the enemy to spawn inside or near them, is there some way I can set an event that will stop the enemy spawning inside the wall or near it, but keep the random placement I have?

  • oosyrag thanks, I checked it out. I just have to mess with it until I get the result I want.

  • I am trying to create a ferris wheel. I had an object rotate and other objects (platforms) pinned to the rotating object with a soild behaviour. When I tested, the platforms did not sway, they just moved with the rotating object (fixed in place, static, but moving with the object).

    How can I get the platforms to move about, sway etc when pinned and with the pysics behaviour?

  • I'm guessing it is because it is some kind of mining game, in which he needs so many objects to destroy. Like newt said, use more layouts and just move the player to the new layout when they reach either side or bottom.

  • Your welcome.

    Also this is how touch would work (basically the same as mouse input):

    Example: https://db.tt/9o9621Fq6W

  • Example: https://db.tt/trVv2QwTAx

  • I've just made an example, which should explain what you wanted:

    https://db.tt/Lx9JCXoGV7

  • Use line of sight and when within a distance you want the AI to attack, make it stop moving and have bullet objects move towards players last postion.

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  • So being top down, you wouldn't need animation to create what you wanted. Just allow it to angle rotate on movement. Though it would have to be top down and not slightly offset to create the effect. I mean I would use the 8 direction movement, just have frames that show lights, engines etc. Therefore not needing to animate frames and saving time. You can however add the pin behaviour to objects, like particles so the ship has smoke or whatever you wanted.

    Sorry if I'm not making much sence, I'm new myself but have found this way the best for top down. Though not so good for a top down angled game, whereas you would need at least 4-8 frames for the angles. I have a link saved, I will have to post it tomorrow or PM you it if I am unable to post links. It explains the movement with 8 direction.

  • Is it top down? Because if it is, you wouldn't need the animations, just one sprite using the 8 direction. Would save a lot of work too. But I'm guessing its not?

  • Just thought, how would I keep the events I have, but apply them to copies of the object that triggers the events? I copied the object but when the player interacts with it like the oringal, nothing happens, though it has the same name, but of course a different ID. Is there a way to copy my object so it does the same as the orginal?

  • That did the trick oosyrag, thanks. I had to find the x,y at the bottom of the editor for the 2 x points to pick, but it did the job. I also tried some thing else which also worked:

  • Burvey thanks! though I still seem to be getting a repeat loop, whereas it is choosing -100 and 100 so the player moves left and right until it wiggles its way out of the zone. I tried adding "trigger once while true", but that just caused the movement not to happen at all.