calebbennetts's Recent Forum Activity

  • And check out the "8 Direction" behavior.

  • Did you set the layout's "event sheet" property to the right event sheet?

  • I think a more efficient way to do that would be to give both players the "scroll to" behavior and turn it on and off like you do with 8Direction. The advantage there is that you can add "Trigger once" to the conditions for Changeplayer=0 or Changeplayer=1, and the event won't have to run every tick. The difference is meaningless for a small game, but it can become important to avoid triggering events more often than necessary if performance becomes an issue.

  • That's a really good question.

    There's probably lots of ways to do it, but I played around and found 2 possibilities. You can download my capx here.

    Press "space" to run a cycle. The orange blocks use the sine behavior, and the blue ones use bullet. Neither method gets you the exact position you want, especially if the framerate varies, so both sets of blocks set their positions explicitly when a cycle ends.

    If I only had these 2 to choose between, I would probably go with sine. You might be able to play with the "period" settings and the duration of the timer to get motion closer to exactly what you want.

    P.S. Google drive is a little weird for capx files. When the screen comes up, just click the download button at the top.

  • I don't know why, but this thread struck me as somehow really funny.

  • The name can be anything that makes sense, and the initial value should be whatever you want the character's health to be at the start of the game.

    Man, I need to start using local storage for things...

  • You can just put a global variable in an event sheet. Before you change layouts, set the variable to your character's health. When the new layout starts, set the player's health to the variable's value.

  • If you're debugging a game to check framerates, the "Inspect" tab can artificially move your FPS and CPU% to unusable levels. Switch to the "Watch" or "Profile" tabs instead.

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  • The free edition doesn't have families, though. But with something as big as a MOBA, I would start to look into some serious data structures. Just looking at what you need, here's an idea:

    -Make all your characters one object with a bunch of different animations.

    -Make an array with the names of all the different animations (e.g., P1Walk, P1Idle, P2Walk...). Put different character types along the X axis and different actions (walk, idle, etc) along the Y.

    -Give the character a number variable for which character it is and another for what it's doing.

    -When you want a character to do an action, have the events change the value of the action variable.

    -Finally, add an event like this one:

    Every Tick - Characters play animation array.at(Characters.identity, Characters.action) from current frame

  • You might just want to try lowering your platform deceleration while he's in the air. Something like:

    Player is jumping

    OR

    Player is falling

    Set player deceleration to 100

    Else

    Set player deceleration to 1500

  • The sine behavior can program movement for enemies or platforms in a matter of clicks.

    This should be a sticky, maybe under "beginner's questions?"

  • Say, that looks really good! Did you use pre-rendered 3-D graphics for your characters (it looks like you might have, but I can't tell for sure)?

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calebbennetts

Member since 6 Sep, 2014

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