Titan Games's Forum Posts

  • How do I spawn same object but change its properties but only of the spawn object and not the already existing object?

    Every x seconds

    -- Object Spawn Object

    PickLastCreated

    -- Object Set Object Height 200

    it changes both objects. What am I doing wrong?

  • With Construct 3, I was able to create a game like starcraft, but with Countryballs.

    Its going to kickstarter and then steam

    countryballs.store/countryballrts

  • Set your animation names to "0" (right), "45", "90" (down), "135", "180" (left), "-135", "-90" (up), and "-45".

    Then use the following event to determine the animation to play:

    + LOSObject: Has LineOfSight to Target image point 0

    -> LOSObject: Set animation to str(round(angle(LOSObject.X,LOSObject.Y,Target.X,Target.Y)÷45)×45) (play from beginning)

    Here's a small c3p to illustrate: 1drv.ms/u/s!AhWRm9FAXcyGlbN5aRgM0vDfW9wzpg

    thx!

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  • I have 8 animations, each facing a different direction.

    Up

    UpRight

    Right

    DownRight

    Down

    DownLeft

    Left

    LeftUp

    The line of sight is 360, when a object enters the line of sight, Is there any way to have them face the direction of the object that is detected in the line of sight?

  • Whenever a new unit is created, the entire family recognizes all Solids istead of the initial solids for some strange reason.

    I'm either doing something wrong or there's a glitch with construct. Can anyone help me with this issue?

    here's the code Im using

    gyazo.com/3cc3e5da87b05f253662dc9303475c7c

  • Yes, and the solids are created on start, but when the water unit is created, thats when all become solids become solid to all unit types

  • These are called "Units"

    Units share the same family and the same pathfinding behavior

    To differentiate Units types,

    Some Unit Types have the [Land] Variable

    Some Unit Types have the [Water] Variable

    There are 3 types of Solids

    (Solid Main)

    (Solid Land)

    (Solid Water)

    Both Unit types recognize all 3 (Solid) as solids

    ------------------------------------------------------------------------

    What I want is

    Land Units to only recognize (Solid Main) and (Solid Water) as solids

    but not (solid Land)

    and

    Water Units to only recognize (Solid Main) and (Solid Land) as solids

    but not (solid Water)

    -------------------------------------------------------------------------

    Whenever a new unit is created, the entire family recognizes all 3 Solids

    (Solid Main)(Solid Land)(Solid Water) as solids for some strange reason.

    I'm either doing something wrong or there's a glitch with construct. Can anyone help me with this issue?

    here's the code Im using

    gyazo.com/3cc3e5da87b05f253662dc9303475c7c

  • only want to allow sizes 250h, and 250w to be uploaded, how can i do this?

  • How do I turn off Anti-Aliasing for sprites?

  • is there a way to maybe use a sprite?

  • When the enemy (Player) comes in sight

    The FactionNPC starts its animation but doesnt pick the animation that faces the target Enemy (player)

    Each animation faces a direction, the npc targets the player but doesn't pick the right animation that faces the player

    gyazo.com/239864d60476bab8edc05e0278648bc3

    In which directions would the enemy be? If the target is on the "UpGather" facing the top part of the screen, how can I get the NPC to use the animation that faces the target "UpGather"

    any ideas?

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  • Like on this asset, is there a way to use the engine to change the color blue to another color like, green, red, yellow, etc (Only the color blue though)

    gyazo.com/f4f4da702b40d680b63b5d7737292cd9

  • Your condition and event are both working with the same named item so the system goes to the last one called. Meaning

    Condition: I click this Accessory - (Roger I am tracking this accessory)

    Event: Create A new Accessory - (Roger I am tracking this accessory now)

    To fix this add a local variable - set that variable to accessory.animationframe before you create a new accessory. Then create the accessory and set the frame to your variable.

    It will look like this:

    Its perfect Thanks!

  • Using touch Im trying to make it drag and drop - but

    i want the item thats being dragged to spawn another 1 of its kind in that place

    It does spawn another but instead of spawning the same frame it spawns frame 0

    how can i get the same frame of the dragged item to spawn

    My code wont work for some reason, can anyone help?

    gyazo.com/e507a3d127bfc3011f1e64fbbb850266

    gyazo.com/e507a3d127bfc3011f1e64fbbb850266