PulvererPeter's Recent Forum Activity

  • Hey there,

    In my platformer there are some frozen floors. Now i want to make the character slide over the floor, when on touch with the icy underground.

    For example, if you are standing on the slippery ground and press left, the character moves left, now if you stop pressing left, he still slides a bit to the left.

    Any idea how to do this WITHOUT the physics behaviour?

    I saw this effect in games like the old Mega Man Willys Revenge on Gameboy, so i was thinking it should be easy to do that?

  • Wow great ideas! Thank you R0J0hound

  • Hey there,

    In my project, on some levels i have a snow effect, made with particles. Now if you move from one level to the next, the snow particles are of course gone and need start all over again. This doesnt look very realistic, as on every new screen the particle starts spreading from zero.

    Is there a way to have the particles spreading already on start of a layout, so they dont start from zero?

    I hope you understand what i mean.

    Thanks in advance!

  • Hey there!

    I have an enemy object with different animations like "idle", "attack" etc. Now i gave the attack animation an imagepoint and set up events, player gets damaged on overlapping this imagepoint. So far it works fine. But now, when the enemy-animation changes back to idle, it seems the imagepoint of the attack animation is still working and therefore causing damage, even when idle.

    Can somebody explain how imagepoints really work? Is it intended to work like this?

    Thx in advance!

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  • Thank you all guys for your help, but somehow it still doesnt work. I guess i will go with destroy enemy and try some kind of workaround.

  • Ok here is my collision event.

    And here is the experience point event.

    The damage works fine. The strange thing is, also the experience points work fine, but only when i kill the first enemy, after the second one the exp will be added continiously.

    The question is, how to make it just happen one time. Even "trigger once" didnt work, cause the enemy is set to state 11 "dead" and will continiously give exp. So how can i stop it?

  • If i use on destroy it works fine, but i want to leave the dead enemies on the ground. So i have to put them to state "dead".

    The event that makes it go down, is the players collision box colliding with the enemy. If i put the exp points to the attack action + hp below zero, it doesnt work.

  • Hey there, i have a quiet simple question, it shouldnt be too hard, but im really struggling with it. I have build a leveling system, which itself works totally fine.

    The enemy AI is based on a "state-variable", as example, 1 is idle, 2 is walking right etc. So if you kill an enemy, it's state is set to "dead" and you recieve experience points.

    The enemies are all in a family called "enemies" and they are all handled as separate instances.

    My problem now is, damage and states works fine for separate enemies, but when it comes to give experience points, my problem starts. My setup right now is like this. (I tried many many different setups)

    For each - enemy

    Health is >0

    Trigger once

    Set variable to "dead" and add points to variable "exp" for player

    Now the exp points will be added continiously and i understand why, but i still couldnt figure out a legit way to just add exp points ONE time on enemies death.

  • Ok, so there is no way to do it with a gamepad?

  • rekjl Thank you so much guy. The problem was, i put the whole "text appearing"-thing in an outside function. Now i put it inside the collision check itself and it works.

    Thank you!

  • Hey there,

    In my game if you hit an enemy, it shows the damage you do above the enemy. Now i have one family called enemies. The damage works fine for each of the instances, but the damage will be shown above all of the enemies.

    The hit detection is just a box which gets spawn an checks the collision. So, all i wanna do is check the enemy which was on collision last and choose it, to show the damage above it.

    I tried a lot stuff but couldnt figure it out.

  • Problem Description

    ____ A concise description of your problem here ____

    In this example, if you jump using the keyboard, the boolean jump is set correctly and also the player jumps. If you use a gamepad, the player jumps but the boolean is not set to jump

    Attach a Capx

    ____ Upload a Capx to this post ____

    https ://drive.google.com/open?id=0Byu9Y6SIpi1LNjhmdHltZE1lMjg

    Description of Capx

    ____ Concise description of what this CapX does ____

    If you press "W" the player jumps and the boolean "jump" is set to true. Same should happen if you press "A" on the gamepad

    Steps to Reproduce Bug

    • Step 1
    • Step 2
    • Step 3 etc.

    Observed Result

    ____ What happens? ____

    Jump boolean is not set to true

    Expected Result

    ____ What do you expect to happen? ____

    Jump boolean should be set to true

    Affected Browsers

    • Chrome: (YES/NO)YES
    • FireFox: (YES/NO)YES
    • Internet Explorer: (YES/NO)YES

    Operating System and Service Pack

    ____ Your operating system and service pack ____

    Windows 8.1

    Construct 2 Version ID

    ____ Exact version ID of Construct 2 you're using ____

    216

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PulvererPeter

Member since 18 Oct, 2015

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