Uglypenguin's Forum Posts

  • gumshoe2029 after picking up and item, I just have it to set that item count (global variable), and set the item icon to visible, and pick nearest 9-patch and set to its position. I guess I could pick each 9-patch's UID and then every hundred of item is overlapping, not let every other hundred of item be in its place.... I really am having some issues thinking of a way to do this.

  • I'm in the progress of making an rpg dungeon crawler. I had it so it would just stack up items in one slot of the 36 slot inventory. The concept was fine, but not for inventory limit, and I don't want to go through the trouble of giving items weight. So instead, I want to have it so each item that is picked up, even if it is a duplicate, can be in a new item slot. Using the same sprite for each slot though is proving difficult. Is there some way I could add a boolean when an item is overlapping the item slot so that it knows not to put a second sprite there? It seems you can't use overlap for 9-patch, which is what I'm using for the slots. And I don't know how to say, spawn another sprite for the duplicate item. A capx can be provided, but beware I have many, many events in a complex directory.

    Thanks ahead of time.

  • I've got a game where you play as a dragon. I have it set so when you right click, it fires a fireball. I want it to have to charge first. So it like, sparks from the mouth till its charged, and then fires. I tried having two frames before the initial fireball, and then set it to wait one second, proceed to the next frame, and then fire using bullet. I had some serious complication with this. Any suggestions? I can send the capx if needed.

  • So I have the player with a different set of attacks, set to the keys ZXCVBNM, spacebar, and both the mouse buttons. You can inner change attacks like hot slots. I'm creating a new one, thats only made for the right click at the moment, that you hold down the mouse button, and the first frame of the animation plays. Then when you release the mouse button, the second plays. Quite simple. I want it so when I click, the first frame of the animation plays, and then the second, not instantly jumping to the second. But I only want it to damage an enemy or whatever on the second frame. For some reason I guess my "Else" events are preventing me from doing it that way? I'm not sure. Basically I want the animation to play when I click, not after I release, and damage other sprites on the second frame. Apologies for being bad at describing things. Dropbox link bellow:

    https : // www . dropbox.com /s/v6g91z1cj131aa1/Project.capx?dl=0

    The attack you can select from the bottom menu, on the right click thingy. Its called smash. The Slash and fly are already finished. Try selecting the smash and see where I'm running into issues. Ive got over 300 events so if you need help navigating my event sheet let me know. Any critique is greatly appreciated~

  • I freed some space on my pc, updated. I also found out a few of my layers had 0,0 parallax... noob mistake Dx

  • The project was debugged in a newer version of construct 2... and I can't update mine :/

    Thanks for the advice though! I skimmed through the articles and it looks useful. I'll be adding some of those changes to my game.

  • I'm in the process of making an rpg. I have two different layouts that I'm working on right now. One is for the works of the game, controls, health, inventory, ect. When making a level or new area of the game, I include the first layout, the one named GR (Game Rules), and then work from there, adding events as needed for plot.

    My problem is, on the new layout, Its not working properly. The player isn't centered, and isn't moving, the fps seems really slow and everything is glitchy in general. I don't see why, I changed all objects over to match the GR layout layers, Seeing I decided to make that layout after the actual game layout. Everything should hypothetically work properly. Everything is on the correct layers, and I just included the event sheet for the GR layout. GR layout is working just fine. Any help would be appreciated.

    Game Controls-

    WASD-8 direction

    Left click- melee attack

    Middle mouse button- Hold for beta options (select element & tips, I don't suggest messing with)

    Spacebar- Fly

    I also don't suggest going to the other layouts in the game or clicking the menu button. They aren't fully working

    https : / /www . dropbox.com /s/v6g91z1cj131aa1/Project.capx?dl=0

    CAPX is above ^^

  • Good, but the objects in the game would get in the way....

  • Thanks, I'll try it out

  • add a wait time to before it goes back to it's path finding or it will still keep running as long as in line of sight of player and always runs from the player.X, player.Y

    The expression "set angle towards (player.x, player.Y) (toggle inverted)" Toggle inverted? It doesn't recognize it.

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  • line of sight = set angle towards (player.x, player.Y) (toggle inverted) to make it work.

    Now this would work, but it has obstacles to get around. And within 1-3 seconds, it would find a new path.

  • Its not a top down platformer, the player uses the 8 direction controls

  • I'm wanting a sprite to patrol certain parts of the game and run away when it spots the player, but not run to a specific destination. Any Ideas? Thanks in advance~

    I currently have the sprite on a timer, every random(1,3) seconds picking random(layout.height) & random(layout.width)

    When it spots the player, the speed amps up, but it doesn't make an effort to get out of danger of the player. Thats what I'm aiming for.

  • Thank you!

  • To create a menu for a game, I have it so its switching between two layouts. I want to be able to set the Character name, but the "Textbox object" Doesn't keep the text when switching between. Any suggestions?