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  • Anyone got any idea about how to do this?

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  • Thanks for replying.

    While I did learn some stuff I didn't find what I was looking for.

    To be more clear, a very bright like with an entity blocking the lights path, not just a light and a shadow like you would get with a normal shadow caster.

  • Does anyone know how to create this lighting effect. I imagine it would have something to do with the shadow caster behaviour, light source, an overlapping 'ball of light' sprite and blend modes. So far i haven't been able to recreate it, hopefully one of you can.

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  • Thanks so much, it's pretty obvious why it wasn't working now. Going to have to ask just out of curiosity, what was that 'ahem' bug in the first capx that was logged in the browser, what does that do?

    But again thanks for clearing this up for me.

  • https://www.dropbox.com/s/w2gm4znmqopvxcu/Demo%20capx.capx?dl=0

    Here is a very simple capx demonstrating how setting the animations though the enemies platform.vectorX speed doesn't work with multiple enemies. This is where it needs a linking system to separate different enemies. Hopefully you can understand the problem from what I've given you.

  • I'm using the platform behaviour and just realized I could use overlapping at offset to jump before the enemy is at the wall. However, I still need to know how to link parts together, I think burvey has the right idea with some sort of variable system, I just don't know what to do.

  • The enemies in my game are composed of multiple parts, they are in a container so when the body spawns everything else spawns with it. Is there a way to 'link' these enemies parts together so when a certain detector sprite is triggering the enemy to jump only the triggered one will jump. (Them being in a container doesn't link them together either.)

    I.e. JumpDetector on collision with Wall | Enemy simulate control Jump.

    Normally this would cause every enemy to jump but I only want the right one to jump.

    What could I possibly try that would link all of the enemy parts together when spawned.

  • If you put the three objects into a container they will all spawn when one is spawned.

  • I've tried making enemies which compose of body, hair, shirt and pants sprites. When spawned all sprites are pinned to the body and randomised and coloured to make different looking enemies. The body is in a container with the other sprites. The problem is animating the enemies, only the body has the platform behaviour which is 'controlled' by the a.i. events. Setting the movement animations for the enemies is reliant on the platform x vector speed. I thought because the sprites were in a container with the body if I tested for the sprites 'speed' relative to the bodies speed it would work but it didn't. Does anyone have any idea how to pair a certain body to the 'sprites' on it so I can control its animations?

  • I don't know if this would help but have you tried 'flipping' the sprite instead of having -height, it could be a possibility that the negative height might mess with the platform behaviour. Don't know if this will help, thought I might as well just say just in case it does...

  • After trying some stuff I've hit a problem. I can successfully test if a single enemy is walking and animate accordingly but with multiple enemies it doesn't work.

    The enemies are made of a base 'body' where a hair, top and pants sprite are pinned (multiple sprites for different colours and styles of enemies.) The body is controlled by the platform behaviour while the clothes and hair are pinned to the body. I can't just test the x velocity of the body for clothes and hair as it just takes it from the first spawned enemy. (e.g. If the first enemy is at a wall not moving another enemy which is moving will play a still animation for its clothes and hair.)

    Is there a way to link the speed of one sprites to its own components, or is there an easier way to go about this. (btw the body and its clothes and hair are in a container together.)

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currypuff

Member since 20 Jan, 2016

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