staleevolution's Forum Posts

  • I can’t play it on my iOS, but it looks well done. Do you have a short video to preview gameplay?

  • Add another Animation to the button you want to break. Create a couple frames with each one shattering pieces off in all directions. Call the animation Break or whatever you desire.

    In Event Sheet, create an Event that when your character plays an attack animation and then Add another condition where player collides with button: Now Add the Action. Set Button Animation to Break (or whatever you named it. I’d also add another action that uses System-Wait-0.25 (setting the time). Then add 3rd action-Button-Destroy (so it can no longer be affected by player or until you reset it.)

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  • Is it just the weapon going through walls? If so, click on the enemy object to open Editor Window. Then on the left, select the collision icon and manually move the bounding box points to outline everything.

    Hopefully that stops the collision.

  • I assume you have platform behavior for both players. Click on the player and in the Properties tab, will be the Platform settings. Uncheck the Default Control box. Without seeing anything, this is usually the case. One or both players you should manually code in the events for their movements.

    When I did a 2 player game, Player 1 used the A and D (Wand S if moved Up and Down) keys to move while Player 2 used the arrow keys.

  • Here is another step by step tutorial.

    construct.net/en/tutorials/pathfinding-line-sight-293

  • Click on your Player Object who has line of sight behavior and under the Properties window(usually on the left side of the screen) you can click on the Line of Sight Behavior settings. Adjust there.

    Check this out. It’s the transcript but also link to video.

    allreadable.com/a3c8PdYZ

  • I think in the properties you can select Custom or Solid Walls (Solid meaning the object has Solid behavior).

    Otherwise in events I think you can select an object as a choice for line of sight.

  • Create 2 sprites. Give one the 8 Directional Behavior and the other the Platform Behavior. Put the 8 Dir origin point at top and the Platform at bottom.

    In Events, At Every Tick set the platform to the 8 Directional object. (Set position to another object) The Platform should always be above the 8Dir object.

    You can then pin your character sprite to one of those or set position.

    Now you should be able to access the Simulate Control of Jump when the 8 Directional (since it’s at bottom) hits a floor.

    Now, I may be off as I’m trying to do this off the top of my head. So I apologize if it doesn’t work accordingly.

  • Construct has a few templates on looping background. However; what I did was make 2 or more frames of the background and just adjusted the look in each frame to give it appearance of moving forward (or vertical) and Checked the loop box. Don’t have to code any events.

  • In your events when you create a certain or desired event to occur add the action of changing layout scale (which is under System). I can’t remember if you increase from 1.0 to a higher number or reduce to something like 0.5 to zoom in. Just play with it.

  • In your layout one, insert your new object: Select Sprite and name it. Click on the layout again to bring up the Animation Editor Window. In Animation Frames window, Right Click to import From Files. Once sprite frames are imported, delete the blank frame (Frame 0). You can mess with more settings by clicking on Animation 1 on your own. Close out of Editor Window.

    Over in Project Tab, Right Click to add another Layout. This will be Layout 2. You can accept or decline adding a new Event sheet. In Properties tab (on left, make sure to assign Event sheet 1 to Layout 2)

    This new layout will be your first level where you create your level.

    Go to Event Sheet 1.

    Add Event: Select System: Select on Start of Layout 1. Add Action: Select the sprite you imported. Select Set Animation: Select probably only animation you have.

    Click to Add another Event (Event 2): Select that sprite again: Select (Animation) On Finished: Select the same animation. Click to Add Action: Select System: Select Go To Layout: Select Layout 2.

    Ok, click on Layout 1 tab and then click Preview. Once animation finishes it should go to layout 2. (Now you can add Wait x amount of seconds before transitioning as well.) Layout 2 will be blank unless you already set up the level objects and your player.

  • Create a red box frame and a blue box frame. Set the speed to 0 so it will only stay on Frame 0 and doesn’t automatically go to Frame 1, unless you change speed.

    Go to Event sheet. Add an Event-Select Box sprite you just created. Add another Condition: Select Compare Frame = 0 (0 was the blue frame) Add an action: Select (Wait x (at the bottom) Set it for 2 seconds)

    Add a 2nd action: Select Box - Select Change Frame to 1.

    Add another event. Copy what you did in first event, but change the 2nd part of condition to Compare Frame = 1 and in the Add Action change wait time to 4 and Change Frame back to 0.

    (Now instead of coding all this, you could go back to Animations Editor by clicking on your box. Duplicate Blue and Red frames multiple times. You can put in any order like 2 blues first then on Frame 3 make it Red. Set speed to 1 (if too slow, then change speed)

    Add an Event: Select Your player (or weapon what ever you use to touch boxes) Select On collision with another object-Select Box. Add a Sub-Event: Select Box-Select Compare Frame = 0 (under animations section) Add action: Select Player - Select subtract from Health(if this case, you will need to create a health system).

    Add another Sub-Event of the Condition (not the first sub-event you created).

    Repeat previous SubEvent except change Compare Frame to 1. Add Action: Destroy Box or whatever you planned it to do.

    NOTE: if you have more than one frame then in the 2 sub-events you will have to Make and Or block and add another condition and repeat Compare Frame and repeat it for each frame number Red is on. Go back up and do the same for Blue.

    Hope that helps.

  • The character looks very fluid. It really pops out as I watch the character move across the scene. Nice job.

  • youtu.be/GJL8odjNZ2A[/url]

    If it doesn’t load video just search Zelda Construct 3 attack by actioncancel.

    Go towards ends to see how it looks and if does watch whole video.

    He shows you in nice easy steps to spin your sword in four different directions.