General J's Recent Forum Activity

  • I think something exists here that is just beyond explanation. I have remade the system successfully in another .capx.

    The only way that I can recreate this bug happening is by adding a solid behavior to the player, thus screwing with the enemy's LOS behavior.

    Here it is fully working, with no platformer behavior, on standard LOS settings. I really appreciate all of your help, but I think this is a sign that I need to take all assets and settings to a new blank project.

    The only thing I can come up with, is that I started this projected using the "Platformer" template, and something inside of there is causing this, and when I do it on a "Blank" project template, it works fine.

  • That almost works!

    Now the issue is that the Enemy can see the player all the time, even when the player is behind a solid wall.

    After I add "On Start of Layout / On Enemy Created -> Add SolidTile to LOS Obstacles", the Enemy takes on the stuck behavior again.

  • Can't PM yet, so here, I removed pretty much everything else in the game except the player and this enemy.

    Don't worry at all about any other additional functions of the enemy, it's the simple fact that it needs a Platformer behavior to mirror that's causing all of my issues. I've tested it with the other enemies too, it's the same deal.

    I started a new project from scratch, made three sprites and sure enough, it worked just like yours. So it must be something here that I'm not seeing. If you can't find a solution, I'll just start over and copy all the art assets.

  • Could any potential accidental button-presses cause anything like this?

  • Yeah, it turns out something it just completely screwed with mine. Your non-platformer sprite mirrors when I jump over it, yet for seemingly no reason at all mine cannot do that without the platformer behavior.

    I might just have to scrap the entire thing and start fresh, something is definitely wrong here.

  • Okay I did that and it worked to some effect, pretty much I'm faced with a new problem:

    For some reason, the orange enemy sprite needs to have a Platformer behavior for any of these functions to kind of work, even though I don't need a Platformer movement at all.

    I believe it is the unnecessary Platformer behavior that is screwing with everything, but when I don't have a Platformer behavior attached to it nothing even starts, the sprite just stays there.

    This is the beginning behavior to the event.

    When the Platformer behavior is removed/disabled, The mirroring does not work, it stays not awake, and the sprite is locked to animation frame '1' when the player is in distance even though I specifically try to lock it to 0.

    I think this is the root of the problem.

  • That's exactly what I needed to know, thanks!

  • I'm having a major problem and I have no explanation for the cause of it. I figured someone must have gone through similar troubles at some point. I would really appreciate the help because this is the first time I've been stuck on something longer than a day.

    This is the second version at the attempt of a more complex enemy sprite. The last revision had failed because of the same reason as this one, except now it's organized more for me to see the complete problem.

    What it's supposed to do: The sword is supposed to launch itself at a -45 degree angle, and stop movement after 0.25 seconds. This is supposed to be about half-way in distance. As you can see, after the 0.25 second point, it continues to move in a weird, inchy-sporadic fashion that I can't explain.

    What makes this more messed up, is that I went into debug mode and checked the sword's properties after the 0.25 second mark. "State" was set to "Stop", and the Custom Movement behavior was disabled.

    The only movement behavior on the sword is Custom Movement.

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  • I'm trying to make a complex enemy that involves throwing their sword, then moving to that sword's position.

    My attempted method at doing this was have the enemy sprite spawn a sword sprite on them, and then have the sword sprite move to a separate image point on the enemy sprite. Doing it this way would just fix all the issues I'm having for the desired effect, and make the event tuning much less complicated. Can it be done?

    All I was able to do was make the sword sprite teleport instantly to the enemy sprite's image point, or have it rotate and set it's angle to the point.

  • Thanks a bunch! Although I didn't use your example exactly, it taught me what I needed to know about array systems to accomplish just what I needed.

  • I made a post about this some time ago, but it got no responses because I think I was incorrectly describing the problem.

    I'm trying to make a selection menu more or less exactly like the one in the Mega Man games:

    There needs to be a cursor object, and text objects for each ability. On down/up pressed it moves the position of the cursor, when the cursor is over that text object, it changes the ability variable of the player.

    I had this working myself in basic form for two abilities because the only directions were up and down. I set on Up pressed set cursor position on top of text object 1, Down pressed to text object 2. Now that I have more than 3 abilities, I am completely lost at where to go. I need help because I still haven't found a comprehensive menu tutorial that accomplishes what I'm attempting. I would really appreciate the help.

  • Just throwing a quick question; Does the amount of groups withing groups have any effects on event optimization or performance? I just noticed that groups count as an event, and I put all of my weapon events into their own groups, inside a master weapon group.

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General J

Member since 23 Dec, 2014

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