DurandalCorp's Recent Forum Activity

  • This looks really awesome. Would be a great tool for the community. Looking forward for your release.

  • www gamasutra com/blogs/AAdonaac/20150903/252889/Procedural_Dungeon_Generation_Algorithm.php

    Is this even possible in Construct 2? If it is already here, but in pieces post the links here. I want to implement this, but I don't get the math behind it, or have the know how on where to start in Construct 2.

  • Lemme take a shot at this. You may have it like this:

    Bullet on collision to enemy
    -- subtract bullet damage from hp[/code:333rfonw]
    
    when it should be something like this:
    
    [code:333rfonw]Enemy on collision with bullet
    -- subtract bullet damage from hp[/code:333rfonw]
    
    then, display the health bar. That way each monster calculates its own damage one bullet at a time, and not one bullet calculates all the damage to all enemies.
    
    I'll try the separate hp bars and see if I can get that working. Will post it if I come up with something.
  • You could use lerp in set position.

    Object set position to: lerp(self.x, target.x, speed you want it to move 0-1), lerp(self.y, target.y, speed you want it to move 0-1)

    It helps me move things smoothly from self to target.

  • Make the animation sprite separate from the object.

    Create object (box) with physics Behavior

    Create the Animation sprite with pin Behavior.

    On start of layout

    --Set animation sprite position to object position

    --Pin the sprite to object.

    Then the sprite should follow the object and not effect the physics.

  • I've come across this helping someone else.

    You would have to start with the Chest object instead of the mouse object. That way each chest executes its own code, instead of one mouse click executes all chests code.

    Chest is overlapping mouse

    --left mouse button clicked

    ----(execute code)

  • Usually, You would create a box, then pin your sprite above that. The box underneath would be your collision/hit box.

  • First give the branch solid and jumpthru behaviors.

    Then, let the branch decide whether its jumpthru or solid behaviors are active.

    If the branch is above the player, then set jumpthru to enabled, solid to disabled.

    If the branch is below the player, then set jumpthru to disabled, solid to enabled.

    I hope this is what you were looking for.

    www (dot) dropbox (dot) com/s/ymdigrg2cqzizmh/Tree%20Jump%20Platform.capx?dl=0

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  • Thanks, I was able to fix my problem by adding an 8-way Behavior and toggling between platform controls to fix it.

  • Gyazo. Windows also has a Snipping Tool.

  • I have it working with my gamepad, but I use the same with my keyboard and it doesn't work.

    Here is a shot of the Keyboard.

    This is the Gamepad part.

    capx in the attachments.

    WASD to move and Down Arrow to jump.

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DurandalCorp

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