wizaerd's Forum Posts

  • If I have an event that is a For Each, do subevents only pertain to the current instance? I'm thinking it should, but I can't really tell for sure because my enemies are doing some really wonky things.

  • But that's not what I want. I want the animations to be interrupted, I jsut want some wqay of recovering from it gracefully. It doesn't make any sense to me for an enemy not to be "hit" if it's in the middle of an attack animation. It should interrupt, it should register as a hit, but it should be able to recover gracefully. An event of On Animation Interrupted would be helpful.

    The sad fact of the matter is if I was writing the code for this, I could write it very simply. But trying to do this type of thing in a visual event editor is making it more complicated than it really needs to be.

  • I'm using the Canvas plugin because I need to draw circles around each of the objects so I can visually see their ranges (it's a debug mode display)

    I have 6 different animations (for now) on the enemy object. Default (Idle), Move, Hit, Die, and GasAttack. I'll be adding a Melee attack animation soon enough. One of them, the GasAttack needs to play out until finished, but if a bullet collides with the enemy, then the GasAttack animation could get interrupted with a Hit animation. If so, then the GasAttack animation never finishes, and then never runs the actions on an On Finished event. After the GasAttack finishes, then the animation should either be set to Idle (if they're not moving) or Moving if they are moving. Plus there's a cooldown on the GasAttack animation.

    This is just one combination of things that could happen to an enemy. I'm trying to rebuild the events, but the different miscombobulations of events and actions or states an enemy could be in are what is complicating it.

  • I have some enemy zombies in the level, and each of them have 3 different ranges. The first is if the player is within a certain range, the zombie will start moving towards the layer. If they come within a second range, they start doing a ranged attack, and after the attack should continue moving towards the layer. When when the player is within a third range, the zombie should stop and start a melee attack.

    All throughout this, the player can shoot at the zombie, and the bullet collision sets the zombies animation to a hit animation, then should pick back up with either the melee, or the range/move, or the move animations.

    But with the animations being interrupted, I cannot rely on the On Fishished event, so I'm attempting to use that and a timer to reset some states.

    My event sheet is getting quite long and complicated for these different things, and I was hoping someone could take a look at the capx and tell if that's just the way it is, or if there's a different/better way of doing this?

    The CAPX

  • No, I really don't know anything about containers, and I don't know if I'm doing this right, but it works. On the layout startup I iterate through all enemies and create a txtStat object, and assign the UID to the specific enemy. On every system tick, if the global variable DEBUGMODE is true, then I write a series of text strings to the appropriate txtStats object by selecting it via the enemey statsInstance variable. If DEBUGMODE is False, then it just iterates through all the stats text objects turning them invisible.

    startup

    Tick

  • Nevermind, I believe I got it... <img src="smileys/smiley41.gif" border="0" align="middle" />

  • I've got a platformer level, and I have multiple enemies on the level. What I'd like to do is when I press the letter D, it will toggle a debug mode, where next to each enemy will be a block of text showing some basic stats would show up.

    How would I go about setting up these blocks of text so they'd be pertinent for the enemy it's attached to (if that's even the correct terminology).

    I imagine I'd have to have a text object, and on the startup of the layout, loop through these enemy instances, create a new instance of the text block next to each enemy. But how do I ensure the block of text contains the values for the specific enemy?

  • Actually, I just learned about the Canvas plugin... Works very nicely for what I want...

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  • Are there any capabilities of drawing lines from one point to another, or perhaps a circle with a variable radius?

  • Yes, my graphics drivers are up to date. Everything on my machine is up to date because it's my main development machine. I work as a software developer, so I maintain my system rigorously. As I said, there are whole threads in this very forum where people are complaining about it, so it's not just me. I'm glad others have been able to use it so well, but for myself and many others, it's quite unstable. I wish that weren't the case, but it is what it is.

  • I think until C2 gets some serious development effort into it's stability, it will remain a hobbyist tool. I am unable to use it longer than an hour without it locking up, or just plain refusing to close. It's frustrating and irritating to work with for extended periods. And it's not just me, there's a whole thread of peple complaining about this very issue, with little to no developer responses. It's way easier to prototype a game with it, and it's got a lot of great built-in behaviours but until it can run without locking up, I'll be using a different gaming engine full time, but keep my eye on this one.

  • I didn't think I was all that cryptic, but ok, a better explanation.

    When an enemy takes damage, there would appear some text over the enemy taking said damage displaying how much damage was done, or perhaps a line of text like CRITICAL HIT or WINGED 'EM that would then rise up and fade out as it rises up. Such as is seen in a typical MMO or AARPG.

    I know the basics, create a text instance, position it to the enemies position, set it to the text desired, color it based on type of damage or even the specific text string it's set to, and animate it rising up and fading out. I'm just looking for some good examples I can follow for optimization, and the most effective placement within an event sheet to do so.

  • I'm curious if anyone has any good resources or knows of a good tutorial for creating and displaying battle damage text? When an enemy (or hero) takes damage, a rising colored line of text, showing the damage amount and/or possibly a string of text showing the type of damage, in various colors based on that type of damage? Such as seen in many MMOs and ARPGs?

  • I had the same issue when when planning out my hud, so I created a tiledbackground object sized the same as the "view", and placed it at the bottom of the layur to use as a guide. Then turn it invisible or delete it once I hd my HUD worked out.

  • wizaerd I've never had any game install a font on my computer, at least, not in the traditional sense.

    I have. Quite a few in fact.