treeman87's Forum Posts

  • 11 posts
  • Do you remember where you saved your c3p working file while working in the editor? There are 3 way of saving: saving it on your machine as a local file (then it might be in the download folder), saving it to a cloud service (e.g. google drive) or saving it to the browser data (I don't have experience with that).

    In the settings you can see and adjust were a project is saved to, but you might have been working with a different setting back then, when you say it has been a while ago.

    Hi thanks for replying I dont believe I backed up the game at that point, so I'm stuck with the game in its current broken situation, I think I'll just try and fix it or start again and use the assets I made.

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  • I am new to construct and a while ago I uploaded a game I was working on to itch so I could show a friend.

    I have since changed that game and somehow made it unplayable, I am now trying to figure out how to download from my itch account and work on that game from that point.

    so far I have found out I can download the zip folder from itch and change the folder to a .c3p file. however when I try to launch it in construct I get the message "Failed to open project. Check it is a valid Construct 3 single-file (.c3p) project".

    does anyone know if what i am trying to achieve is possible and what I am doing wwrong.

    thank you.

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  • It's hard to imagine the game because Vampire Survivors and Binding of Isaac are like two very different games. It depends what weapon the player has or how they attack. Nice art though.

    Hey Lionz, I totally agree and that's still very much on my mind. At the moment I have been messing around with a variety of weapons (melee, ranged, magical), however I think I will scrap them and just go with a projectile weapon, probably a wand. I think having a lot of weapons would probably add too much scope for someone who is fairly new to game dev.

  • Howdy folks

    I thought it would be fun to make a wave based action roguelite/roguelike game, where the player gets their fortune read, with each card giving buffs (or debuffs) to the player (or enemies), similar to how items in Binding of Isaac affect Isaac's tears.

    If anybody has any ideas of what each Tarot card can do to the game or player please let me know

    listed is the Tarot deck I'll be going for. In brackets are some ideas I have come up with.

    0 The Fool

    1 The Magician (+ mana regeneration)

    2 The High Priestess (+Immunity frames on dmg taken)

    3 The Empress

    4 The Emperor (More coin drops)

    5 The Hierophant

    6 The Lovers

    7 The Chariot (+player speed)

    8 Strength (+player dmg and health)

    9 The Hermit

    10 Wheel of Fortune

    11 Justice

    12 The Hanged man

    13 Death

    14 Temperance

    15 The Devil (downed enemies risen as friendly zombies)

    16 The Tower

    17 The Star

    18 The Moon

    19 The Sun

    20 Judgement

    21 The World

    any input is more than welcome as its still very early days, however here is some of my terrible pixel art tarot cards to enjoy and inspire.

  • It's because you have set solids as obstacles and the player is solid

    thank you so much that's solved it, I could kiss you

  • First screenshot looks fine and I don't see how it wouldn't work as intended. Only thing I can think of is that you've misunderstood the range and it's not actually out of range.

    Thank you for your reply, i did double check the range (210 pixel) I have also pinned a circle to the enemies with a diameter of 420 pixels to help visualize the problem.

    here is the .c3p file, if its not too much bother would you or anyone else have a look at it?

    1drv.ms/u/s!AgLvvr9zxjifkQryF15ae90S2pnl

    I have set the wave count to a wave where these enemies can appear, however there is a slim chance the correct blue enemies may not spawn and the game will only choose red, it will have to be restarted if that is the case. thank you

  • Hello I am trying to make an enemy that will shoot the player when they come too close and stop shooting when they are out of range, I have tries using two techniques first with Line of Sight

    this somewhat works as enemies will start to shoot player when they come within range, however they will continue shooting even when the player moves out of the Line of Sight range and the instance boolean variable LOS remains true.

    I have also tried comparing distance variables as shown below

    this solves the previous problem but creates another. there are multiple enemies on the layout however only one enemy, the first spawned in, triggers this event, not only that but when this first enemy is within range, All enemies will begin to shoot player.

    I am fairly new to construct but am really enjoying it, im sure ive missed somthing obvious, if anyone can help me out I would be very appreciative. thank you

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  • You compare the angle of playerbox but the angle is always 0. There are other ways to compare like X,Y position or the tilemovement grid position.

    thank you that makes sense. I shall look into it. :)

  • There are two playerbox instances you need to delete the one on the outside of the layout. Because they don't have line of sight of that they are set to false.

    Thank you very much, that has solved the LOS problem. however now when enemies have los they only move left. hopefully I can figure out how to solve this problem,

    thanks again. :)

  • Here is a link to the game

    1drv.ms/u/s!AgLvvr9zxjifkGMWR1S295_pHnRz

  • I have started to make a procedural Roguelike and am struggling to work out player movement.

    So far the movement is tile based and works on a turn based system, where once the player moves, a global Boolean is set to false. if the boolean is false then the enemies can move.

    if the enemies do not have LOS to player than the movement direction is random (this works fine).

    if the enemies do have LOS to player then the enemy will move in the direction of the player.

    I made an instance boolean variable to toggle if an enemy has LOS to player, to check in debug layout, if the LOS is working and it isnt.

    here are some relevant pictures of the programming.

  • 11 posts