Minor's Recent Forum Activity

  • There are a few roguelike examples on the forums. I think I've made a couple so it could have been one of mine.

    In the example you used you say that the collisions are wall sprites. Why not just change this to check for a collision with your solid walls tilemap?

    8Dir movement is designed for pixel by pixel movement, to get it to move tile by tile would need you to make the keyboard events yourself anyway because default controls won't let you do it, so I think the example is the best way to go here.

    Setting up your own keyboard basic controls takes only a few minutes and gives you a lot more control over you player. Plus if you add any other controls such as a magic/attack you would have to use use the keyboard object anyway.

  • Quick example. Ignore start of layout stuff that is just a quick way for me to populate the array with names.

    [attachment=0:1ygme43h][/attachment:1ygme43h]

  • Fixed

    HERE

  • Think this is what you are after Zacros

    [attachment=0:13mr2g7j][/attachment:13mr2g7j]

  • I think this is the type of thing you are after.

    [attachment=0:2ch47zfd][/attachment:2ch47zfd]

  • Here you go.

    [attachment=1:bibxagvw][/attachment:bibxagvw]

    [attachment=0:bibxagvw][/attachment:bibxagvw]

  • When you add the behaviour. In the left hand pane where the default properties are you should see "default controls" set it to NO.

  • Is this how you want it to work.

    Test it

    HERE

    [attachment=0:3k9rc9un][/attachment:3k9rc9un]

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  • You can do this using just using imagepoints. Here is an example.

    [attachment=0:1wu2arts][/attachment:1wu2arts]

    Enemies will only be destroyed if the overlap the imagepoint "swordpoint".

  • With only 8 text sprites & 8 hotspot sprites either way would be fine and wouldn't impact performance or complicate matters. If you do use 8 of each you could use something like.

    On drop sprite 1 overlapping hotspot 1 to see if it's in the correct place.

    For random feedback I would use one of my favourite Construct expressions - choose. You could then use

    Set text - choose("Well done","Good Job","Excellent work") Construct will then randomly choose one of the comma separated values and you can add as many as you like.

  • Easy mistake to make.

    They way you had it at first looks like it should work but when a box is no longer overlapping the sprite you aren't picking a sprite to reset the bool variable.

  • OK I fixed it this time I think this is what you are after.

    [attachment=0:bcy11cac][/attachment:bcy11cac]

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Minor

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