Sup with that?'s Recent Forum Activity

  • Just give them a simple ball behavior and make them always turn towards their target.

    ... Unless you're trying to make them actually find a path around several obstacles?

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  • Wait, can you please go into those pros and cons? I want to know even if the OP doesn't :P

  • At the moment I have an object using Ball behavior with a deceleration, and every time the object comes to a complete stop it will change direction to either right or left depending on which is closer to its angle of motion (e.g. if object was moving northeast, it'll face right when it comes to a halt; if it was moving northwest, it'll face left). Maybe I'm missing something really obvious here but how do I make it so the object retains the angle it was facing before it came to a complete stop? Why does it switch to right/left at all?

  • Marvelous, that seems to fix everything for the most part with some animation tweaks. Strangely some enemies will sometimes only fire twice instead of three times when there's a lot of them shooting, but I can definitely live with that if some further tweaking won't resolve it. Thanks for tip kind sir <img src="smileys/smiley16.gif" border="0" align="middle" />

  • Gosh, that one threw me for a bit of a loop <img src="smileys/smiley36.gif" border="0" align="middle" />

    I haven't had much dealings with Construct's platform system unfortunately, but I've narrowed it down to being some sort of problem with when the sprite is standing on a platform. The sprite will stab as needed when he's in the air, however when his feet are on the ground something is apparently overriding his stab animation.

    What I ended up doing is removing the "Stopped" tag from the Default animation of the sprite. That seems to fix the stab problem but he will no longer automatically revert to his standing animation when he isn't moving. I then included the event Sprite is on ground + Sprite is not moving + Animation "walking" is playing --> Set animation to "Default"

    That seems to make it work for the most part.

  • Should be in System -> Special conditions -> "Trigger once while true"

    Unless I'm confusing it with CC, don't have it open atm.

  • Hmm, tried that and a few other possibilities and after experimenting with it a bit more I've come to the conclusion that apparently with the For Each loop I can solve the problem. However... for some reason it still happens from time to time that an enemy will play the shooting animation but not fire. Funnily enough they still do this even if I remove the For Each loop and Trigger Once condition, so I'm guessing the problem here isn't necessarily the coding but perhaps an engine limitation of some sort. Weird.

  • Sounds like you just need to adjust the Hotspot for the crouching animation. It's one of the buttons near the bottom on the left-hand side when you've got the sprite editor open. The hotspot is basically the point around which the sprite pivots, so you'll just need to align the hotspots in such a way that the sprite crouches down.

  • I think the way you have it arranged with the key released as a sub-event of the key pressed, the program is waiting for both conditions to be true, i.e. when down arrow is pressed and it is released at the same time, the sprite will switch to the Default animation. Try making the second event a completely separate one rather than a sub-event and see if it works properly.

  • Coming back from about a year's worth of no work with Construct, my Construct-fu seems to be a little rusty and I can't figure out what to do with the following coding dilemma.

    Basically I'm trying to get an enemy to shoot in bursts when the player is in range, thus the enemy has turret behavior and "On Shoot" plays its shooting animation. The animation repeats 3 times and with every repetition fires a shot. Problem is that unless I use the "Trigger once while true" condition, the system will make more than one bullet spawn when the animation hits the appropriate frame. However, simply using this condition of course causes problems when numerous enemies are shooting simultaneously because some of them won't fire since the condition being true for one enemy overrides another's shooting sequence.

    I tried sticking a "For Every Object" loop for the enemies and this seems to alleviate the problem somewhat, but the problem still crops up quite often. I've also tried playing around with the order of the conditions and tried using "Pick Object" commands but still can't seem to get it to work as intended. How would I go about coding something like this?

    Here is a picture of the events in their current state:

    <img src="http://www.majhost.com/gallery/Zulag/Screenshots/constr.jpg" border="0" />

  • I love strategy games more than any other genre so it's good to see other people besides myself using Construct to make RTSs and such. Top-down 3D looks nice and the explosion is cool, I wish you luck in completing this project and I hope it turns out great.

    Are you planning to keep the background texture, though? I think it looks a little off, but maybe that's because the models aren't distinctly textured yet.

  • That's going to be very interesting to play around with, thanks for that! It might not be tit for tat what I was looking for, but there's surely room to improvise.

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Sup with that?

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