Helladen's Recent Forum Activity

  • If you copy an event snippet from one editor to another with an object that doesn't exist, it will popup an error dialogue. I believe it shouldn't crash and just not try to paste it/replace the object with something that exists. I normally do this when working with examples to get it working within my game to save time, but I get a ton of crashes which is very annoying.

  • Thanks for the great plugins and behaviors.

    I was curious if you would consider putting in a solid behavior check for your moveto? Such as, not walking over solid objects, and using some sort of pathfinding in order to find the quickest path to that object or destination. I was using your moveto behavior with a pathfinding one, but it wasn't working out too well. It wasn't super smooth and had a lot of hiccups.

  • Good luck everyone.

    I never win these types of things, but hopefully this time it is different.

  • I believe the free version has a 100 object limit.

  • Corrupted post. Decided to erase it.

  • From beginning will restart the animation frame to 0 every time it is called. If you have it call every tick, it means that it will never get past the first frame. Before this, it did nothing, and behaved the same as the other one. So, basically you have to be more careful how you change animations now. You should check if that is the current animation already if you still want to use the old way.

  • Old school implies 2D in my opinion, but you are right their description of the game is very vague.

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  • Let's compare my .capx which is a bug cannot play animation while press down arrow.

    Mine works perfectly fine. I have full-blown animations for each arrow key that is pressed. I am using the latest beta version, too.

    Could someone show an example on how to properly set animations?

    You need to change play from beginning in the set animation to play from current frame. I said that above. If you don't like the result of that, you need to put in checks to prevent it from continuously changing the animation, because it will never get the chance to play the animation.

  • This isn't a bug (most likely). You guys are probably setting the animation continuously and having it start the animation over each time. If you do this it will never get the chance to actually animate. The previous versions did not reset the animation, so when you encounter this problem you should instead start the animation from its current frame, or find a more efficient way of handling animations.

  • I got to agree. You don't need 1 million dollars to make an oldschool RPG. Seems like a scam partially to me.

  • I know it is event-based, but I was more or less asking if there was a behavior for it. I will try to work with it through events though, thanks for the help.

  • I was wanting to make the mobs/NPCs in my game change their animation based on the angle they are compared with the player, but I wanted to know if there was an easier way of doing this than eventing it. Such as, making a check for each possible outcome of this said angle. I just couldn't think of an easier, more efficient way than that.

    Thanks.

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Helladen

Member since 24 Sep, 2012

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