Tekniko's Forum Posts

  • Did you try setting the particles angle to the Player.X/Y ?

  • Most people here use a Dropbox account (free) and just share the link that way.

    After watching the video, I still don't really understand what's going wrong. I mean, I see that it isn't working but I can't tell you what you did or how to fix it. My first suggestion would be to turn off line of sight. Use bullet enabled after a certain condition. Then destroy them once they are off the left side of the screen.

    Looking back at my platformer from 2014, this is how I handled my player collisions. Ignore the function for now.

  • drunkenoodle This is how I did it.

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    Then I used an 8 Directional Behavior on the Player's Ship and turned Set Angle to No. Then while the player is touching screen the ship would shoot. As well, if the screen touch was more than say 50 pixels away from the ships current location, the ship would move to the fingers current touch x/y.

  • Anyone? Surprised there is only 8 views on this thing after 12 hours.

  • Make sure you use timers on certain skills. You don't want your NPC casting its best spell every 2 seconds. You could also add a "Hard" or "Easy" mode and adjust those timers accordingly.

  • Hey there,

    I am currently working on an RPG and I am using predetermined spawn points to spawn enemies. As seen here.

    Now this works just fine, but only for one monster.

    I have created a Monster Array and loaded five monsters into said array. I need a way to randomly select from a set range of levels. So if its a "newb map", only level 1 to level 4 monsters will spawn there. I saved the monsters level to (x, 1). I also want to be able to set the monsters current frame to the current X. I am using static images for my monsters, not animations.

    I tried a for each X element but that doesn't seem to work. This image is what I had working in my previous project, but I can't seem to transfer the logic over.

    Any help would be greatly appreciated.

    Thank you,

    Stephen

  • Um, why don't you just delete the Wait 1.0 seconds?

    Also, why do you disable the Duck's collisions twice?

  • I am not sure what the problem is. Can you upload a capx?

  • Hey there,

    I am trying to design an ingame clock. Normally I would just go by the current time or played time but I need the world time to be separate from "real life" time. I am thinking somewhere along the lines of 2 real-time hours to complete one 24 hour cycle in the game.

    I know that I will have to store the time locally/convert real-life time to game time and I can handle that, no problem. I am just stuck on how to display it as a clock.

    I was thinking of setting up a text that would divide the currentTime variable by 3,600 to equal each one hour. Then use the remainder and divide that by 60 to get the minutes. I could set a cap on the time so it would reset to 0 after 43,200 seconds (12 hours). I could also set a boolean for AM/AP so that I can keep track of the day/night cycles.

    Blah, I think I am on the right track. Anyone have an opinion or experience making something similar?

    Thanks

    Stephen

  • Create separate animations for when the player is hit.

  • Oh man. Keep playing with it, you'll understand it soon enough.

  • I would use custom movement for simple maps like these. Pathfinding is more for uncontrolled instances.

  • Give the object the 8-Direction Behavior and then control it that way.

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  • I don't think it can be done inline.