The_Krick_'s Forum Posts

  • Currently, I am trying to make it so when the player collides with a certain sprite, the player's position will be set to another sprite with a certain instance variable. A better way of putting it is: When the player touches a staircase, they are brought to another staircase. The staircases touch has a variable called "Warp". Each staircase has a different variable. When the player touches a staircase with a warp variable of 0, they are sent to a staircase with the variable of 1. The game this is needed for is a top down shooter.

  • > I've been using compare x to make them. But they glitch sometimes.

    >

    You will need to elaborate. What is your problem?

    As for falling directly on the player... that would be a set of conditions, up to you to decide what is most suitable.

    For example...

    Thwomp On collision with Player

    Thwomp is falling/moving

    Player is within Thwomp.width/2 of Thwomp x position

    Then do damage

    Else (custom movement) Thwomp push player out at angle

    X as in, to compare if the players position on the x axis is close to the enemies x.

  • Recently, I've been trying to add new enemy types to my game. If it wasn't obvious through the title, it is a platformer. One of the enemy types I'm going for is a mariowiki.com/thwomp.

    I've been using compare x to make them. But they glitch sometimes. I also want them to only hurt the player if they fall directly on the player. Can I get some help please?

  • When I ask this question, I do not refer to the idea of pinning an object to another object. I want to know if it is possible for me to bind an object to another object. This means that the object "belongs" to the another object. Meaning if I make Object A go to Object B after clicking Object C, then Object A will go after the Object B that the Object C was pinned to.

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  • I think it is in the properties of the bullet behaviour "set angle"

    Already tried that, it's not tied to the bullet behavior.

  • In a game I'm making, there is an enemy that charges towards the player, when the player is in its line of sight.

    I've tried using pathfinding, but it's a bit buggy for some reason. So I decided to just making the enemy a bullet. When the player is in the field of view, bullet is enabled, and the enemy has it's angle set to the position of the player. BUT I want to know, how do I make the enemies angle visually not change, as in, it doesn't turn when it chases the player?