Sup with that?'s Forum Posts

  • Not sure I understand correctly? He tries to play the shooting animation but is interrupted before it finishes? I can have a look at the capx if you'd like.

  • Correct me if I'm wrong but I'm guessing your events looks something like,

    If enemy is moving -> play walk (continuous) animation

    If enemy shooting -> play shooting animation

    So if this is in the right ballpark, you could get around it by inserting an extra condition in the first line, something like so:

    If enemy is moving + shooting animation not playing -> play walk animation

    This way your continuous animation won't interrupt the shooting animation.

  • Just set the object's angle to 90 (downward) and give it bullet behavior to make it move in a straight line.

  • Just make an invisible sprite for the "LEVEL UP" message and make it visible when conditions are met.

  • Hmm, this might not be the best solution but off the top of my head maybe add a variable as a kind of timer and use it to gauge how long the key is pressed. Something like,

    X is pressed -> Add 1 to Variable

    X is released + Variable<20 --> Dash (i.e. if you tap the key without letting Variable build up to 20, you dash)

    Variable>20 --> Slow time (so if you hold X down for a bit, timescale changes)

    X not pressed and Variable>0 --> Set Variable to 0 (to reset)

    And then adjust the value at which time slows to strike the balance you need.

  • You need to create a container for the base sprite which contains the animations sprite that's pinned to it (found in the sprite's Properties tab below Effects). This means every time you spawn a new base sprite, it'll automatically spawn an animations sprite with it, which will in turn respond to its individual parent object instead of the original one you start out with.

  • Probably the simplest way would be to make the player consist of two objects, one invisible base for the 8-Direction behavior and one visible character graphic with Pin behavior. Use Pin to make sure the player stays with the base object at all times.

    Now you can use an event such as,

    If button E is not pressed -> Set Player angle to Base angle

    This means that the player object will point in the same direction as the base unless E is being held down.

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  • I mean I suppose you could have sprites on either side of the screen, behind the controls, which are used to test the X position of objects.

    Basically, let's say your window is 960 x 540, so you can give your objects Wrap behavior and set it to "viewport". Now they will wrap around the 960 x 540 area instead of the entire layout. Now we add the controls that cover up the left and right sides, so our window is 704 x 540. Let's say it's dead center, so we add two objects, Right Boundary and Left Boundary on either side where the controls are.

    Now set conditions like this,

    If object's X position is < X position of Right Boundary --> Set object's X position to X of Left Boundary

    If object's X position is > X position of Left Boundary --> Set object's X position to X of Right Boundary

    This means that when object crosses the Right Boundary, it will get teleported to the Left Boundary and vice versa. Basically it just does what the Wrap behavior does, but with custom borders.

  • IIRC the Wrap behavior can only do layout or viewport and nothing else, soooo... might be that the only workaround is to simulate it through events. Just do something like "If object X position > 704 --> Set object X position to 0" and then adjust the exact positioning so it looks smooth.

    Having the Wrap behavior bound to viewport should take care of the Y coordinates for you, although you can technically do the exact same thing for Y.

  • Well that was fast Seems to be working as I wanted now, I'll check back in if I run into anything else. Thanks!

  • lol darn, I only have version 227 of Construct so I can't open it

    Does it still have the same problem if instead of 8-Direction movement you just put "Set Player.X to Player.X+1/-1" to make it move?

  • The way it is on the screenshot should work as far as I can tell. Can you upload your .capx so I can test?

  • Hey so I'm trying to use this plugin to make homing missiles and I've run into a problem which I can't seem to get around. I have several Enemy instances and an equal amount of Missile objects. Each Enemy shares a unique value with one Missile, and the game then tries to use this to make sure each Missile goes after only one Enemy (the one that shares the unique value). The problem occurs when I try to use the PredictX/Y expressions.

    Can't post image from imgur so here's a link.

    • In the bottom example everything works as intended - each missile goes after its own individual target. So up to this point it's fine.
    • However, in the top example using Predict instead of default XY position, all missiles go after one, same target.

    I tried a few expressions like For Each Missile/Enemy and things like that, but just can't seem to get around this. Is there some way to fix it?

  • Hmm, not sure I'm understanding this correctly. Are you trying to make it so the player never stops moving and keeps going left to right and back? How does the controls work?

  • Well the very basic way would be something like,

    Player on collision with Ground -> Player jump + Destroy Ground

    Doesn't sound like you need the else condition since Player won't jump unless they collide with Ground, so they're not jumping by default.