staleevolution's Forum Posts

  • dropbox.com/s/7unaxe5h71qt6t1/8direction.c3p

    You can delete events/behaviors/variables as you see fit.

    Just trying to make the player throw in all 8 directions while returning to run animation when not throwing as with throwing when standing still. Something is blocking it from doing so.

    Thanks

  • If I send you the capx file, do you think you would have time in the near future to try and give it a go to make it work?

  • I was wrong. If I'm standing still the animation won't trigger back from throw animation to the regular animation. I can only throw when I'm moving and the animation will trigger back and forth (except for the 315 angle).

    There has to be some way to make it all work. I can't imagine construct not being able to do the 8 directional movement and trigger a "throwing" animation and can switch back and forth along with idle throwing animation. I'll keep trying and then I'll post it here for others to use.

    Thanks.

  • Well, I managed to make it work minus the 315 degrees going Northeast.

    I can run in that direction triggering the animation. I can stop and throw a projectile in that direction with animation triggering, but I can't run and trigger the 315 throw animation. All the other directions work along with the angle of the "bullet" motion. When I debug, the animations show they all change except from 315 (name of direction of animation) to 315THROW (name of one frame throwing animation for that direction). It is a stumper. Not sure if it has something to do with Event 1.

  • I tried the key + key down to see if it would trigger the angle animation, but it didn't. I also tried variations of the following. Not sure why the NW, NE, SW, SE angles don't play their angled animation, even though with keys down together (A,W - A,S, etc.) move the player in the respected direction.

    All the tutorials on the Construct site, Google Searches, and Youtube doesn't cover it.

  • Thanks! It did work, but the next problem is the angles. Using this sequence of events, how do I get the angle of motion animation to trigger while moving? (The 45, 135, 225, and the 315 angles) The direction for those angles work as he moves in those directions, just the running animation wont fire up.

  • He only does the throw animation if I stop. Not sure why it isn't working.

  • How do you set up events to trigger the player's throw animation while running and then return to the default running when the button is not pressed?

    I've tried to use a variable "Move" and add 1 if the key is down to run. Then as a sub event if "Move" = or greater to 1 and key is PRESSED to trigger throw animation. When Throw animation is finished or key is RELEASED, set MOVE to 0 and continue to play run animation if key for direction is down.

    I've tried a few other variations with conditions or a separate event, but nothing is working. I can get the player to trigger the throw animation and continues to move, but it is stuck in the throw frame/animation.

    Thanks

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  • Thanks. I will give it a try.

  • I bought an asset, but it calls for the FUNCTION. I can add a function in the Event Sheet, but in the asset I purchased it has the Function as an Object.

    I can add parameters, but it doesn't seem to work out right.

    How do I translate the following (Function as used as an Object) to Function used in Construct 3

    Here is the first section I need to edit.

    Here is the 2nd section I need to edit. Any image examples you can give would be greatly appreciated as I'm a very visual learner.

    Thanks

  • I've tried multiple ones found in the forum and youtube, but I was curious if anyone else found an 8 directional enemy ai consisting of player comes in view, enemy chases, stops right in front/behind of player, and attacks or player attacks before enemy can. Have you also run into problems of enemy overlapping one another and not waiting their turn to attack?

    ActionCancel on youtube has a great platform example, but I haven't been able to extend on it with 8 directional.

  • Hard to say without seeing the template. When you have a new layout did you include a specific event sheet in the the layout properties? Does that event sheet include other event sheets where the enemies or your health is located in?

    By chance, do you have at least one copy of the enemy outside or inside the layout for it to register?

    The only other thing would be is that in your order of events everything is indented exactly the same as the template has it. Or, if you copied it directly from the template, one of your objects is not properly named or specified in one of the events.

    You might have to contact the creator of the template.

  • Is it possible to move the objects a bit closer so you can’t catch an angle to be stuck in?

    Otherwise, I maybe misunderstanding what you are after.

  • Looks like a good time passer game. Nice job.

  • I would make a clone of the wall and take away the solid behavior so you can walk through it.