Tim_A's Forum Posts

  • Can you see the cliff-side in your tilemap?

    You could set your 8dir to inactive when your sprite is over the cliff-side.

    Maybe make a tilemap of all cliff-sides.

  • A bit of a specific, and big question...

    Top down Rpg, I'd like to throw an object like a bomb in 4 directions... the longer you hold down the button the further the throw. Represented by a power meter.

    Not sure if there are any specific examples, so it would be useful if I could get a workflow:

    1. Hold down button/key

    2. Start bomb-throw-timer

    3. Power meter Y scale increases (linked to time? If time = 3 seconds, Y scale = 300px?)

    4. Let go of button

    5. Stop bomb-throw timer

    6. If timer = 3 seconds, distance = 300px etc?

    7. Spawn bullet with distance set

    8. Reset bomb-throw-timer

    Does that make sense of is there a more efficient way to do it?

    It would be good to show an arc when thrown too (particularly when thrown on the X axis). Though this could be animated in the frames I guess?

    Thanks for any tips.

  • Excellent, thank you. I just implemented this and it seems to be working great!

  • Thanks for replying...

    I Actually just made a quick demo, but the only way I can get it to work is:

    1.Getting the player to overlap an invisible helper (the size of the roof).

    2. Setting a tileset range to a transparent tile to make the roof tileset are transparent.

    Though this works, I can't find a way to match the co-ordinates of the invisible roof helperto the corresponding tiles x,y.

    I tried roof_helper.X and roof_helper.Y in the Set Tile X, Set Tile Y... but it's not looking for world co-ordinates, but tile co-ordinatess like 4, 8.

    I feel it would work well, but not practical to manually set every roof in the map.

    Any suggestions? Thanks

  • I appreciate it's a big ask, but this is driving me cray and I can't figure it out...

    I've starting to build a game based on the excellent Demonaire example. As this is my first time i've literally started from scratch, copying over sections of code and learning how they work (it's how I learn).

    Basic player movement and attacking is working fine. However I can't for the life of me figure out why the enemies aren't acting as they should.

    For some reason the PlayerAngleDiff and Direction isn't updating constantly. Initially they do to set the animation direction, and they do again after being hit but they don't update on movement.

    I've checked the code against Demonaire and from what I can see it's identical (I even renamed all my elements to match for testing).

    If anyone has a spare moment to take a look to see what i'm missing i'd be hugely grateful.

    dropbox.com/s/gs8cooascazaysg/Survival_1_6.c3p

    Thanks in advance

    Tim

  • Thanks for that... I was playing around and came up with a good working solution for the demo given, however it feels a little clunky:

    This basically 'hides' the player when it is behind the bush, but they're not hidden if they move too far up/down/left/right.

    Is there a simpler way to do it?

  • Any chance of a little help with the overlapping and comparing y statement please?

    I'm trying the overlap and compare Y with various settings but can't get it to function properly.

    My boolean 'hidden' changes simply when the sprites overlap.

    As you can imagine i'd like to be 'hidden' when behind the bush, and not when poking out the top or bottom of it...

  • Thanks for that... i guess that would involve making a sprite for each roof?

    Is there a more efficient way of using tiles etc?

    Will give it a go!

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  • Top-down 2d rpg... walking around visiting various buildings on the same level.

    However... i'd like to remain on the same level and simply 'remove' the roof as I walk into the building displaying the interior... then replace the roof on exit.

    Is there a convenient/efficient way to do this?

    Would the roof have to be a sprite on a higher layer? Or can it be somehow done with tiles etc?

    Or even revealed with a mask?

    There would be multiple buildings per level.

    Would love to hear your thoughts, thanks.

  • Exactly what I needed thanks...

    Is there a way to recognise when your player is 'underneath' an object?

    So when you're behind the bush you could be classed as 'hidden' for instance?

  • Brilliant... thank you. I've used both nearest to and distance to make it work perfectly.

    Thanks again.

  • The problem quite simply is that when I duplicate the doors, every time I open one they all open lol

    I need to learn how to have duplicate objects acting individually without actually making unique doors every time.

    That's where I thought families (for grouped open/close actions) and UID (to only open one at a time) might come into it?

    Thanks

  • Thanks for the reply... i'm not sure I understand however.

    All the doors are the same and simply need an open/close function.

    I was hoping to keep the code as clean as possible so I could use multiple instances like in the image below:

  • Hi all,

    I want to have multiple doors, to multiple rooms on my top-down layout (think internal doors to a house).

    I'd like the player to walk up close to the door, then click 'E' to open, and 'E' again to close.

    I can manage it with one door using:

    distance (Player_base.X, Player_base.Y,Door.X, door.Y)

    and setting it to less or equal 50

    Then adding 'System > Keyboard 'E' is down' command.

    My troubles start with using families and getting a function to control each UID individually.

    Anyone have any tips?

    Thanks in advance

  • Okay so i'm guessing this should be simple, but I can't quite get my head around it (newbie here!!).

    So when the enemy has line of sight, I want to play the 'notice' animation for 3 seconds... then switch to the 'walking_left/right/up/down' animation depending on location.

    The second part of it works fine, but since I tried adding the 'notice' animation and pause before the walking animation, it just sticks on the 'notice' animation and doesn't switch to the 'walking_' animations.

    Something simple i'm missing?

    Thanks for any help