lukezero's Recent Forum Activity

  • Hi everyone!

    In my game, a general HUD object is the same for all NPCs. However, this object has 3 different animations/frames and each NPC has its own instance variable (with the same function) to be associated with these animations. This variable and object expresses the NPC's relationship with the player and, as a state, will vary throughout the game.

    To be practical, it is currently programmed as follows:

    - All NPCs are in the same family

    - There is a single HUD object for all NPCs, which only appears when the player presses UP on the NPC

    - Each NPC has its own variable associated with the 3 animations of the HUD object

    Do you think that each NPC should have its own HUD object or is there a way to keep one for everyone, discriminating in the programming in some way?

    Follow the images of the events below for you to understand better:

    Thanks! :D

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  • http://www.blackhornettechnologies.com/Construct2Stuff/Samples/LockTimer_lukezero.zip

    See if this helps. I can explain details, but see if this what you want first.

    Thank you very much, dude!

    I'll test it right now! :D

  • If you can isolate out just the door mechanism, I can help sort it out. Timer is much more versatile than the system events.

    This door routine is programmed to count 18 seconds after the player leaves the room and prevents him from entering again only during that time.

    I did a test here using a global variable instead of the function, but the lockpad object continued to be created indefinitely during the 18 seconds of locking the door. :(

  • You can't/shouldn't use Every X seconds, or Wait in a function. Use the Timer behavior.

    Thanks for the tip! However, I can never make this behavior work well. :(

    Do you have another suggestion?

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  • Hi everyone!

    Since I'm a designer and not a programmer, I'm often lost in programming logic (even in Construct!).

    With the help of some users here, I was able to implement a Timer through Canvas, but I'm having difficulty placing the image of a Padlock on it, so that it changes animation and increases in size after the canvas object is destroyed (a juice to create some Game Feel).

    The animation of the Canvas Timer is working well and ending on time, but the current schedule creates hundreds of lock objects.

    Does anyone know how I should proceed for the function to create a single Padlock object and make it change animation, increase in size and be destroyed after 1 second?

    Thank you all in advance!

  • I have also seen people make circular health bars / timers using masking, but that usually makes my head hurt, so here is a way using semi-circles and having the parts arranged so that it gives the effect you are looking for...

    one of the "elapsed" semi-circles is rotated, but since it starts at a lower z-order than the other side, it appears to grow from the top. When it gets half way, the "elapsed" pieces move up in z-order to continue the effect.

    You can set the global variable CountDuration to anything you want (in seconds), but I zeropad it to 2 digits so if you want more than 60 seconds you would have to fix that.

    https://www.rieperts.com/games/forum/CircularTimer.capx

    Thank you very much!

    It works well! :D

  • dropbox.com/s/s5tfzeha77c8m93/CanvasClock.capx

    You'll need Canvas plugin:

    https://www.construct.net/en/forum/extending-construct-2/addons-29/plugin-canvas-41782

    Thanks! :D

  • You can create a sprite like this with image point in the center and then spawn a new instance of this sprite every second at an increasing angle.

    Another option is to draw on a Canvas object.

    Thanks, dude. :D

    How can I do this with Canvas object?

    It's a better solution?

  • Hi everyone!

    I'm trying to make a visual timer like these below in C2:

    i1.wp.com/css-tricks.com/wp-content/uploads/2020/01/time-moving.gif

    thumbs.gfycat.com/AcidicCreepyKitty-size_restricted.gif

    Is it possible to do this without having to import each animation frame from the counter into C2?

    Note: Here I prioritize the ellipse over the numbers.

    Thanks!

  • You can set Angle of Motion in your bullet is angle(cannon.X, cannon.Y, crosshair.X, crosshair.Y)

    When you create the bullet.

    Which of the two commands should I use: Move at Angle or Move forward?

    Thanks!

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lukezero

Member since 4 Oct, 2014

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