Emperor Ing's Recent Forum Activity

  • It's great to see your progress from the Minitroid demo ages ago (one of the best Construct Classic applications in my opinion) to the possibilities of this new engine. I frankly have a hard time believing that you are using the above footage without 3rd-party plugins, namely Magicam! =)

  • I tried the formula of playing games, being annoying, and making millions of dollars.

    I must be doing something wrong.

    You're probably not nearly annoying enough.

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  • I should be a super contrarian and use Construct Classic, ha ha. (Hope the judges saved their DirectX 9!)

    Thanks for the heads-up. I doubt I'd finish anything but it will be fun to try.

  • This looks very well put-together. There are a lot of interesting things going on and there is a good use of what I assume is the magicam plugin.

    I think my only "complaint" is that the gameover screen is a little too long; maybe it should be two text screens instead of like four.

  • If you haven't, I would arrange the events like so

    (Main Event) Press X

    (Sub Event 1) Player overlapping door 1 > [player set position to door2]

    (Sub Event 2) Player overlapping door 2 > [player set position to door1]

    You'll probably want to tweak this because this won't work if you have multiple doors that you are pressing "X" over (use instance variables or something).

  • Why don't you just make a new layout. When you beat the level, have an event: "Go to [next layout]"

  • It's an event action in the event editor, not on the default page. This all could be found reading the manual entry for 8-Direction Behavior and its followup link Behavior Reference - Custom movement.

  • This tutorial should cover what you are trying to do:

    https://www.scirra.com/tutorials/791/4- ... -animation

  • Thank you for the modifications. I seem to remember years ago similar warnings about the Wait command and its potential bugginess (truly there are no easy solutions?).

    I will try tinkering with the System: Pick options to see if there is more variation I can add to the mix.

    EDIT:

    I got exactly what I was looking for by using an additional variable, "active" along with a new timer condition, "Activate."

    Start of Layout

    For Each Enemy

    variable active: choose(1,2)

    active = 1

    Trigger Once

    Set timer "Activate" for 1.5 (once)

    active = 2

    Trigger Once

    Set timer "Wait" for 0.0 (once)

    On timer "Activate"

    set move to 1

    plus what you have above.

    This gives a more natural random nature to the enemies if there are multiple enemies on-screen at once.

    EDIT: This will need more messing around, because I forgot to make the enemies recognize solids. I know I've seen .capx files which have enemies change their paths when colliding with solids, so I'll have to implement something like that.

    You can have an event something like

    On collision with solid

    set enemy angle to GetCurrentAngleofMotion - 180

    and fiddle with the timers to get the enemy back into the loop of moving. It will bug out if the enemy is between two solid or skirting along the edge of a solid, so keep on testing.

  • Whether it's a bullet or an attack, you can have the player spawn an object on a button press that destroys enemies, or lowers their health (which you would have to make a local variable).

    If it's an attack like a punch, you would have to check for collisions with an enemy while an attack animation or variable is activated (e.g., When AttackMode=1; PlayerSprite on Collision with Enemy > Enemy destroy - or something like that). To have more finesse, you would have to add extra things like checking the Player's X and Y vs. the Enemy's X and Y.

  • https://dl.dropboxusercontent.com/u/290 ... stadv.capx

    I am creating a simple overhead engine. I have a simple random 4-way movement enemy. Ideally, multiple instances of the same enemy would be moving about differently (see the picking different speeds option - just an example and not final), so it wouldn't look so mechanical and choreographed.

    However, the enemies, while they do indeed move in different directions, pick the same speed while moving, which gives off that mechanical feeling I described.

    While I dislike begging for answers, I would appreciate it if someone could help out. I thought it would be related to a For Each(enemy) event, but switching the order of conditions causes the movement to bug out pretty hard. Perhaps something with UniqueID? I am unsure.

    Thank you for any and all help in advance.

  • Why not have a timer variable?

    Something like:

    local (timer) : initial value (9)

    Is object Visible?

    Yes

    every 1.0 second : subtract (1) from (timer)

    local (timer) </= 7 : flash (or play "flash" animation)*

    local (timer) = 0 : destroy

    *The 30 frames sound very superfluous, unless each frame is doing something different. Is it a flashing animation? If so, see above.

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Emperor Ing

Member since 18 Dec, 2010

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