lukezero's Recent Forum Activity

  • I already tried with particles, but it looks more like a stylized smoke. :/

  • Hi guys!

    I'm trying to implement a dynamic character blanket in the engine instead of using animation, with it following the player character movements. I've done some tests using Physics (revolute joint) and a routine for replicating identical objects, but both sound very artificial. I'm searching for something like Shinobi (2002), but not so big, sounding more like a whole blanket.

    Does anyone have a better solution or example that would create a mesh with distortion that follows the player's movement in a platform game?

    I thank everyone in advance for their attention and collaboration. ^^

  • I solved just adjusting every Imagepoint of each frame of the enemy's animation. :)

  • Make sure that both animations are identical in size, collision polygon and image points.

    If that doesn't help, I suggest making the enemy invisible and using a separate sprite (without physics) with the animations. You can attach it to the enemy with hierarchy.

    Yes, they are. But even so, this strange behavior is happening. :(

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  • Hi guys!

    I have the following problem in Construct 2: I have an enemy stuck in a rope made up of five objects (rope) and an Anchorpoint at the top (immobile, which holds the first rope). When the enemy is facing the player on the left side, it is correctly connected to the last rope by the Imagepoint, but when it is facing the right side, it is displaced several pixels.

    - All 6 objects have Physics behavior.

    - All of them have Imagepoints configured (strings with two IPs) and the others have just one.

    - I've already tested it with mirroring and it gave the same problem.

    Below is the image for a better understanding of the issue:

    And below is a print of the routine:

    How can I solve this problem?

    Tagged:

  • Hi guys!

    I've been trying since yesterday to implement a MegaMan shot charging effect (image below) in the engine through sprites and particles, but still without success. This would actually be quite easy if the Particle object had an inverse flow.

    Below is my failed attempt at doing this:

    I thank you in advance for your attention and collaboration. ^^

  • Alright I made an example capx, feel free to change the distance/speed values to fit your needs, but that should solve your problem (works with multiple enemies instances) :

    https://drive.google.com/file/d/1F5L75Z0UjxcNAGX2NukdTzTFaiYE7p7O/view?usp=sharing

    Thank you very much, dude!

    Your project is wonderful! It served me very well! :D

  • Alright I made an example capx, feel free to change the distance/speed values to fit your needs, but that should solve your problem (works with multiple enemies instances) :

    https://drive.google.com/file/d/1F5L75Z0UjxcNAGX2NukdTzTFaiYE7p7O/view?usp=sharing

    Thanks, man! I'll test and study it right now! :D

  • No i mean, was it meant to activate a random enemy if many enemies are on screen?

    Also, what's the Line of Sight distance you used?

    For now, this enemy only appears alone in a stage/layout. The Line of Sight range is 500.

  • And what about the "Pick at random" condition? What's the effect you're trying to achieve with it?

    Also what's the Line of Sight reach?

    I already tried it and don't worked. :(

  • So the enemy stays still, enters a short ALERT phase when detecting the player, then start moving toward them; Once close enough, if the player is not attacking already, the enemy will attack, did I get everything right?

    Exactly that! :D

  • I see many issues in your events logic, can you describe me how your enemies are supposed to behave exactly? I'll make an example capx, that will be easier than writing an essay;

    If possible link me your capx file, that'll be faster to edit

    Sure, I can explain it to you, man. :)

    My enemy have many behavior states: idle, walk, alert and attack.

    He usually stands still (idle) and becomes alert when he sees the player from a certain distance (Line of Sight and then alert state). Then he follows the player and delivers a heavy attack on them (his only attack, slow and strong). He only attacks when he is a certain distance away from the player.

    These player boolean instance variables are to prevent the player from attacking when he is being attacked. :)

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lukezero

Member since 4 Oct, 2014

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