Aquanex2's Recent Forum Activity

  • I know this question is very vague, but sometimes things in my game go inexplicably wrong, even when everything else goes right. Like for instance if one enemy doesn't behave the same way all the others do, even though all of the variables are the same and all the behaviours are set to the exact same settings. Things like this have happened several times to me, and if you understand where I'm coming from and could give me some pointers on fixing issues like this, I would greatly appreciate the help!

    Thanks in advance!

  • Hey. So, honestly, I think this might constitute a bug. I might consider submitting a report for it - my player sticks to the spinning platform and almost always gets pushed back on top without falling off. It's bizarre.

    I made a work around for you and added some comments. I hope its helpful at this point.

    https://www.dropbox.com/s/qkf02ii5po5rp ... .capx?dl=0

    EDIT: Oh I just noticed it's your birthday. Happy birthday!

    It does work somewhat, but not exactly what I want. I see what you were going for, though, and it can work if I tweak it a bit for my needs. Jeffige was telling me about Physics so I might go that route, but I'll just have to see.

  • Hey. So, honestly, I think this might constitute a bug. I might consider submitting a report for it - my player sticks to the spinning platform and almost always gets pushed back on top without falling off. It's bizarre.

    I made a work around for you and added some comments. I hope its helpful at this point.

    https://www.dropbox.com/s/qkf02ii5po5rp ... .capx?dl=0

    EDIT: Oh I just noticed it's your birthday. Happy birthday!

    Thanks man for both things! I'll give it a try! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green"> <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green"> <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

  • I won't be back at my computer till later today, but now that i see it.... Physics behavior on the block might be a good start. This will allow in-game gravity to take over, almost like in the real world.

    You'll probably have to mess with the settings to get it how you like.

    Yeah that's what I tried, but I didn't know what settings to change in order to get it the way that I wanted. I'll keep trying though.

  • No clue what you're trying to convey. Upload a screenshot so we may better understand.

    https://www.dropbox.com/s/x1xmjvbqdi2fy ... d.png?dl=0

    He should slide off at any angle higher than this but he doesn't

    Here's a capx

    https://www.dropbox.com/s/d9mc6wz06yfei ... .capx?dl=0

  • I have a rotating platform, but the problem is my player doesn't slide off when it looks like they should. How do I make it so that, at certain angles, my player slides off the platform? Any help is greatly appreciated!

  • Here's a different approach. Uses a state-machine rather than a bunch of booleans, uses timers, has a single Fade behaviour, calls "restart fade" rather than start fade (that seems to be the real trick). I think part of the problem may be too many conflicting Fade behaviours. This did end up a bit complicated too, but the advantage is you can cancel any state, should you need to - something you can't do with Wait.

    http://www.blackhornettechnologies.com/Construct2Stuff/FadeEnemyCopy.capx

    You've really helped me a ton! Once my game is complete, I'm gonna put your name in the Special Thanks portion of my credits. Thank you so much, blackhornet.

    I'll check back with you if I have anymore issues/questions.

  • This seems extremely complicated. Can you explain what you want? I get the general idea, but specifically, how should this work?

    When you get in his line of sight, He fades away, gets right behind you and fades back in and attacks. After that he fades back out, goes back to where he started, then fades back in. The only problem is that once the whole cycle starts again, he stays invisible after he fades out.

  • I'd have to see an example.

    Took me a while, but here you go.

    https://www.dropbox.com/s/m2witzr2nv9sz ... .capx?dl=0

  • You can use "Is visible", or "Compare opacity", depending on how you make it invisible.

    I'm using different fade behaviours to make him come in and out of view, but when all of the fading is done and everything resets, he is invisible when fading out again. I checked the debugger, and it says that the fade-In behaviour is still in the fade-out stage, even though I set it to zero. Any ideas on how to fix this?

  • Use an instance variable if there are multiple of them. Call it "hidden" and make it a boolean or whatever you want, then do whatever you do to decide when the enemy hides, and make hidden true at the same time.

    You can then say:

    > if hidden = true
         enemy: set collisions disabled
    else
         enemy: set collisions enabled
    [/code:1r3odram]
    

    Thanks! I'll give it a try!

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  • I want to make an enemy that disappears, and then reappears to attack you, but I don't want you to be able to make contact with him unless he his visible. I've tried to use variables, but I don't think that I'm even close to what I want. I can supply an example of my capx, but it might take some time.

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Aquanex2

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