CloveltOc's Recent Forum Activity

  • If you select an event and press B you will make a sub-event. Sub-events will only happen if their parent event is activated and its own condition is correct

  • Did you set the boolean to false by default?

    Should only affect the coins that have the "grow" boolean active

  • Make a boolean for the coin object "grow"

    Player is overlapping "Coin"

    Coin set grow to true

    Coin

    Is grow

    Every [delay] seconds

    set size to self.width+[value], self.height+[value]

  • Player is overlapping "Coin"

    Every [delay] seconds

    -Coin

    set size to self.width+[value], self.height+[value]

  • To be clear from the start, I´m not talking neither about drop shadow shaders, shadow caster behaviour or anything like that.

    It´s a super stupid thing that I have tried several times in the past, but because I´m still not good at programming, I wasn´t able to achieve this in a simple way (I once ended up making every moving object look like different shadow sprites with the actual object/s attached to it with the right altitude, shameful...). In the end the result was the one I wanted, but it wasn´t reliable in any way.

    So the purpose is simple:

    ·A family of objects

    -When one of these is created a shadow sprite attaches to it.

    -Any object is able to move freely on the 2D plane and this shadow sprite is the reference of where the ground is.

    -Thanks to these shadows, objects in the family can simulate altitude by doing things like hopping or jumping.

    -Objects in the family can ride each other (see reference)

    Sidenote: I´ve had many issues with assigning a different object to a family (when one outside of family object does X, all members of a family do X, which is wrong) even though I´ve read about families, any info would be extra awesome!.

    Reference: (credit goes to rubna)

    https://pbs.twimg.com/tweet_video/CKr1NB4WEAAL47t.mp4

    Any help would be really useful! It might come in handy for anyone else looking for a similar effect.

  • <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Mess around with it, loquendo users make it work

    https://www.scirra.com/tutorials/807/ho ... -game-talk

  • Been bugging me for some time, i´ll go straight to the issue:

    Topdown AI is done and each step works well individually. In the other hand, when a state is triggered, it swaps the behaviour of all instances in the family at the same time. I want to make each instance of the AI family work individually. I tried a system that matches an ID between the aiBoundingBox (not in the family) with the AI family, but seems useless.

    -Enemy (two sprites)

    ·Sprite ·aiCollisionBox

    AI (family)

    If aiCollisionBox is overlapping aiObstacles (family of sprites)

    -Dodge in the right direction with the right speed

    Else

    -Turn towards the player

    Edit: don´t mind that disabled event, I was just testing before making the screenshot.

    I know it´s dead simple, but I´ve found no answers by reading any family related articles/guides/manual posts, that´s why I´m posting this topic.

    If anyone comes with a way of simplifying the code a little bit too, it would be great!

  • You could try to put another condition:

    When player collides with enemy +Every 0.1 seconds: Substract 10 from HP

    (by the way, your link was removed)

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  • I hope my explanation is comprehensible:

    I have an object with different frames, three instances of the same are created on top of each other (like in the picture). Everything should rotate with the camera (set layer angle works for me), but I would like to allign these vertically, so they would look like they are one instance, rotating like any other individual sprite would.

    Pin behaviour would be the super easy solution, but pinning an object to other of the same kind does not work for me, I read an old post about it but found no solution. I cannot rely on the X and Y coordinates either because i´m looking for a fixed Y point that would change when rotating the camera!

    Any help?

  • EDIT: Absolute facepalm, the initial frame was set to 0, I was setting the initial frame of a sprite with same appearance, I deeply apologise

    Thanks for everything, man, it now works sorry for being dumb

  • Nope, now it doesn´t work at all :I

  • I´ve got one sprite; its size, speed and hp is measured through its animation frame directly, so don´t worry about any of that. I want to make it so when this sprite overlaps other of its kind, both get compared to each other and the one with the biggest or equal animation sprite gets added the number of the other´s animation frame (if the biggest´s animation frame is smaller than 8, if its animation frame is 8 nothing will happen). In the end the smallest of the two will be deleted.

    Examples:

    ·Sprite (frame=0) + Sprite (frame=0) = Sprite (frame=1)

    ·Sprite (frame=1) + Sprite (frame=2) = Sprite (frame=3) etc...

    I know it sounds simple, and I think it is, but I´ve been thinking for a while, and even though code I made kind of works I know it´s not the correct way of approaching it...

    Any help would be greatly appreciated.

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CloveltOc

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