TechBoxNorth's Recent Forum Activity

  • Mivo Looks great, thanx!

  • Oh.. didn�t see that, better go and clean my glasses <img src="smileys/smiley36.gif" border="0" align="middle" />

    Thx a bunch!

  • Hey guys!

    Not sure if this is the right place for this question.. anyway here goes.

    My boss thinks I should learn some programming (he�s a math-freak hehe) and suggested that I start with javascript so I was hoping someone here could just give me some tips on how to get started like, where can I find complete beginners tutorials videos etc and what editor to use.

    I have NO programming experience at all, just some simple coding in GM8.1 learned from video-tuts on youtube.

    Thx for you time!

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  • Ok thx so much! I�ll start working on it now :)

  • ok sure :) I wonder where I went wrong though.. feels like I painted myself into a corner LoL :)

  • the orc_mask is (and this goes for player_mask also) so he can walk up to the upmost wall and still be visible.

    Edit: and also be half visible when walking behind a wall.

    The original collisionbox has been altered to interact in the correct way with sidewalls, haven?t found another way to achieve this. as for the naming of the animations I never knew that you could use part of the name and add &self.DIR.

  • Hello! Have been trying all day to make this work but still can�t fix it.

    On the layout I have the player and three enemys (orcs) that I want to recieve damage individually. Experimented with families and UID after recieving an example capx from someone here at forum. I�ll post my capx so you can see what I have so far:

    game

    use arrow keys to move press C to cast spells (and X just plays a attack with staff animation), hold sh*t while moving to walk.

           edit:       LOL spelled "shift" wrong

    I plan to add more kinds of enemies if this can be solved.

    Thx!

    (march 17)

    Edit:

    Still haven�t been able to solve this one. Tried to do the same thing in GM8.1 with some GML and was done in 5 minutes since every instance of an object get its own creation code, but I DON�T want to use GM8.1 because C2 is so much better in so many ways!! There has to be a sollution to this! :)

    So if there�s anyone here can take a look at the posted capx (you need to have licensed C2) and help me out I would be extremely grateful!game

  • it�s not that simple since every enemy uses three parts:

    enemy_mask - stores variables and handles collisions with solids.

    enemy_animation - movement, attack and other animations i 8 directions

    enemy_collision - Handles colissions from player spells and attacks.

  • They all have variables for HP direction and other variables already if that�s what you mean. Problem is when I put multiple copies of for example orcs they all do everything at the same time, not individually

  • Hello! Have been trying all day to make this work but still can?t fix it.

    On the layout I have the player and three enemys (orcs) that I want to recieve damage individually. Experimented with families and UID after recieving an example capx from someone here at forum. I?ll post my capx so you can see what I have so far:

    the game

    use arrow keys to move press C to cast spells (and X just plays a attack with staff animation), hold sh*t while moving to walk.

           edit:       LOL spelled "shift" wrong

    I plan to add more kinds of enemies if this can be solved.

    Thx!

    (march 17)

    Edit:

    Still haven?t been able to solve this one. Tried to do the samr thing in GM8.1 with some GML and was done in 5 minutes since every instance of an object get its own creation code, but I DON?T want to use GM8.1 because C2 is so much better in so many ways!! There has to be a sollution to this! :)

    So if there?s anyone here can take a look at the posted capx (you need to have licensed C2) and help me out I would be extremely grateful!

  • Yep! that�s it :) thank you so much!!

  • what I mean is when someone from the family "enemies" is hit by a spell from the family "spells" the variable DMG of that specific spell is used to change the variable of the specific target. So I don�t have to make tons of events and actions between every kind of spell and every kind of enemy.

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TechBoxNorth

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Member since 8 Feb, 2012

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