Superxonic's Forum Posts

  • 12 posts
  • You can add a variable to the sprite and do this:

    Just make sure the animation in the sprite editor is set to speed 0

    EDIT: didn't realize your question is in construct2. My example is in construct3, I don't know if it will be the same.

  • You can tick the option "copy picked" in the function options, so the objects picked before you call the function will pass to the function. If that's what you mean by "imput objects".

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The 8direction behaviour tip it's just so they dont go through walls. Seems to work fine on my side.

    Subscribe to Construct videos now
  • True. Try adding the 8direction behavior to the enemy sprite. They can't go through walls with that.

  • What about this?:

  • Gameplay (i dont know why it didnt work in the original message):

    Subscribe to Construct videos now
  • Hello! I'm working on a "physics base action roguelike" where you fight robots using the power of going as fast as you can.

    Here is some gameplay:

    You can try it in the construct arcade:

    https://www.construct.net/en/free-online-games/operation-whipback-74489/play?via=mn

    I'm mostly focusing on making the combat feel satisfying. Its very much a work in progress but the main mechanic of bumping into the enemies to do damage is there.

    Any feedback is greatly appreciated. It's really hard to figure out if the game is too easy, too hard, hard to understand, or even frustrating when I know how it works and i've tested it like a 1000 times haha.

  • Hello,

    When I do

    "System -> compare two values -> SwordStuck>10

    System pick Sword instance number 0: Sword destroy"

    When the eleventh sword is spawned, all the previous sword are deleted instead of juste one. And it now become impossible to even stuck 1 sword anymore, they get inst deleted

    Maybe you need to substract 1 from the variable SwordStuck in the same event. Otherwise if the variable Its at eleven or more it will continue destroying all the swords.

  • Sorry to hear that. I uploaded a new version of my game to test this, also standard html export. It works fine in my case. I have r424.2 stable.

  • I'm trying other things, everything just "works". And the fun thing, there is no parent/child now.

  • Hello dop2000 No, no nesting, just in a group.

    Here is the reproduction in a small proyect:

    https://drive.google.com/file/d/13V5nZVUWB0HitlMUWRB270VhRhEMsIdU/view?usp=sharing

    It's picking the instances in order of creation or something, that's all i can think of. Like it assigns a "player" to a "playerLos" in order. Even if you create another "player" at runtime.

  • So when a character is "hold" his LOS range gets bigger and I want the "playerLOS" to reflect that. It's like a range indicator.

    This is working perfectly fine. But I don't understand why.

    I'm never referencing the playerLOS's parent in the condition, why only the correct instance grows? Its like it's reading my mind haha.

    Here is a video of the behaviour

    Subscribe to Construct videos now

    The events:

    The reference of the object. I only have 2 events for this object.

    A few days ago I put this object in a container with one of the characters sprites until i realize it didn't work with families and i then i removed the container. Could that be it? I really don't think it's in the container anymore.

    Now here is the thing, it would be absolutly FANTASTIC if i can make this work for other stuff.

    I'm still new to construct and im having a lot of trouble learning all the nuance to how picking works.

    Tagged:

  • 12 posts