Jerrard's Recent Forum Activity

  • Thank you so much

  • Good spot, But sadly no change. Updated the original thread.

  • Tried both. No luck. Updated the XML file to:

    <?xml version='1.0' encoding="UTF-8"?>
    <data>
    	<enemies>
    		<enemy id='1'>
    			<animation>cat</animation>
    			<health>2</health>
    			<jumping>false</jumping>
    			<targetplayer>false</targetplayer>
    			<speed>150</speed>
    			<jump>600</jump>
    		</enemy>
    		<enemy id='2'>
    			<animation>bat</animation>
    			<health>1</health>
    			<jumping>true</jumping>
    			<targetplayer>true</targetplayer>
    			<speed>250</speed>
    			<jump>600</jump>
    		</enemy>
    	</enemies>
    	<levels>
    		<level id='1'>
    			<enemy id='1'>1</enemy>
    		</level>
    		<level id='2'>
    			<enemy id='1'>2</enemy>
    			<enemy id='2'>1</enemy>
    		</level>
    	</levels>
    </data>[/code:11syvtxs]
    
    New Event Sheet updated:
    [img="http://www.ascensiongamedev.com/resources/filehost/523d532c9835d47749838ad492913000.png"]
    
    Original thread updated. Thanks for any help in advance
  • Hi, for my game i plan to load certain data for enemies randomly for different levels from an XML file. I'm unable to get the XML file to read and write the results in a test textbox. Can anyone explain what i'm doing wrong?

    Event Sheet:

    XML File:

    <?xml version='1.0' encoding="UTF-8"?>
    <data>
    	<enemies>
    		<enemy id='1'>
    			<animation>cat</animation>
    			<health>2</health>
    			<jumping>false</jumping>
    			<targetplayer>false</targetplayer>
    			<speed>150</speed>
    			<jump>600</jump>
    		</enemy>
    		<enemy id='2'>
    			<animation>bat</animation>
    			<health>1</health>
    			<jumping>true</jumping>
    			<targetplayer>true</targetplayer>
    			<speed>250</speed>
    			<jump>600</jump>
    		</enemy>
    	</enemies>
    	<levels>
    		<level id='1'>
    			<enemy id='1'>1</enemy>
    		</level>
    		<level id='2'>
    			<enemy id='1'>2</enemy>
    			<enemy id='2'>1</enemy>
    		</level>
    	</levels>
    </data>[/code:1jbg5c1q]
    
    Any tips appreciated
  • I would do that however one layer is solid tiles and one layer is effects without any collision to go on top of the previous layer.

  • Hey, I use the tilemap object to make the map for my level in Construct 2. However, when I add a new layer of tilemaps and re-use the same tileset, I notice in my textures folder the same tileset has been duplicated and named after the 2nd layers name. How do I link them all to the same tileset image to prevent file size rapidly increasing as the project continues to have more levels added and tilesets re-used.

    Thanks in advance!

  • by setting all origins to 48,96 It now works! Thank you for your help

  • Right, I was thinking it was a little funny, I was basing it off the "guess polygon shape" feature and I assumed that was the way to do it. However its still doing it with the improved hitboxes:

    Idle:

    Falling:

  • Okay so each frame is 96x96 in size, (a large buffer window since i'm not rendering large weapons) They are all centred at the bottom of this graphic like so. The hitboxes are like so:

    Idle:

    Falling:

    The head positions are a little different however the base hitbox is always the bottom of the graphic. (The 96th pixel)

    Edit: Just realised I messed up the cropping of the 1st image at the top, my bad.

  • Done, here is the new event list, however the same thing still happens :/

  • Hey, I'm playing around with a platformer and when my player lands on a platform it flickers between the falling animation and the idle animation. Here is my event logic:

    Its probably obvious to you guys, but I am a little confused here.

    Thanks in advance.

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  • Thanks guys, its fixed

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Jerrard

Member since 6 Sep, 2016

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