Tomycase's Forum Posts

  • That's what I wanted to know ~ I'll try to give it a shot!

  • Hey there, I just have a question, is the player angle is supposed to look like it wasn't rotated with the layout? Just to be sure

  • The trigger once method works the same, as it first check if frame = 2, then check if trigger once, so as soon frame is changed and go back to frame 2, it will trigger the same way that On frame changed, so both works

  • Hey there, the problem come from line 15, "Animation frame = 2" will trigger the action every tick as long as player frame =2, you need to add "Trigger Once" condition to avoid this

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  • Do you actually want to change the animation or just change the angle of the sprite toward the player?

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  • Hey there, you can use angle() expression to calculate the angle between the player and the enemy in the Is Between Value system condition, and set the animation depending of the value

    (example : angle(player.X, player.Y, enemy.X, enemy.Y) is between 0 and 15, set animation 1)

    Don't forget to use For Each loop for enemies as the top condition so each instance can be picked individually

  • Hey there, it can but you'll have to design it in specifics ways, and there are a lot of methods, but a good start point is to use AJAX to retrieve the txt content from project files and "inject" it in a variable, then tokenat/tokecount can be used to localise the numbers in the text, with the help of another variable to change the selected token;

    What result are you looking for ideally? Do you have a gif or video example?

  • Hey there, you could simply make a light sprite, and set its position to the enemy position and angle

  • Hey there, I suggest that you check which key was pressed to trigger the movement to set the player animation;

    For the party members to follow, the best way is to store the player coordinates in an array each time they move, and position the party members based on the array content

  • In that case, you just need a grey square sprite, put its origin on the left, then decide what should be its width for one gem and multiply it with your variable, for example if one gem = 10 pixels width, Everytick > Bar : Set width to 10*Variable

  • Hey there, it's perfectly possible, but the method will likely depends of what your progress bar will look like, will it be a simple rectangle or does it have more visual details? If you could post a screen of the result you want that could help ~

  • Hi, I usually recommend to use dictionaries to store a lot of variables and save it in local storage, it's also easier to call them as dictionary keys can be selected by names

  • So I can't edit your project as I don't have purchased C3 license, but I could check the collision masks of the walls and arrows, I think the problem come from here, try to change the arrow collision to bounding box instead

  • No problem! And in case you want to zoom in/out your layout without the UI layer to change, set its scaling option to 0 as well