Dovafox's Recent Forum Activity

  • I was thinking through what would be an error for my game and that is when attacking it would disrupt the rest of the animation (basically when walking and then I press for example attack it would ruin the animation). How do I actually make a proper attack animation that won't disrupt the leg animation?

  • Basically everytime I jump, it still plays walking animation mid air.

  • Title limit^

    Anyways I want to do some mini cutscene (not sure what to call it) that so when my player touches the finish line, it walks in place between the finish line without me being able to move around since I am going to play an animation for the player. Platform disable did not work since I can still move when touching the object.

    Any ideas on what I have to do? Here is a demostration on what happens when I touch it:

  • This is how I do it, but there might be a better way.

    HP is greater than or equal to 100 - Set to 100

    (This is a compare variable condition)

    Let me know if you need more clarification.

    It worked perfectly, thank you!

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  • Hello, I've today decided to make an item box that creates an object that gives the player HP. The only problem I am having is that out of 100 health points my player has (the item gives 50 hp), it over extends over 100 hp which shouldn't be possible as of yet in my game. So yeah, how do I add a limit on my variables?

  • Fixed it, thank you so much for your help.

    I fixed this by removing move forward from line of sight and instead added a variable that when seen it activates the "Player.X" actions.

    X < Player.X = Move forward 1 px (360 degrees)

    X > Player.X = Move forward -1 px (Angle action taken away)

    Now it works wonderfully.

  • I did 360 instead of 180 and it is placed correctly but now it is moving to the right same as the other number "0". My guess it is because the angle is not set up correctly with the sprite animation.

  • That actually was the one I was looking for! It works fine now, the only problem persist is when he is moving towards me, its animation is upside down. When I move to the other side he has the correct animation, but is floating. Here are some pictures:

    http://i.imgur.com/G888lOi.png

    http://i.imgur.com/QiIZYoz.png

  • What other towards the player object is there? Since you mentioned platform behavior to move towards the player at given angle.

    I tried custom movements and it does what I want it to but the deacceleration is not instant and it does not want to change animations.

    To change the boss direction I just do "X > Player.X" and "X < Player.X" to move left or right.

    Sorry if there is anything I am missing, I am happy enough that you are willing to support.

  • Basically I want it to follow me to hit me with its hitboxes (basically like mario hitboxes) so I have to jump to damage it (I already know how to code that).

    I want the boss to try get on me while I jump from platform to platform and my guess using pathfinding I can make it so it follows me on platforms too but the main problem is to make it follow me. I'll try the animation suggestion if I get this to work.

    The problem with the upside down is caused by the "Set Angle Toward Player.X and Player.Y". It basically rotates (I checked every option including set angle on bullet behavior".

    Is there a different code you know about to make it follow my actual player placement?

  • Hello, I seem to have a problem using the line of sight behavior for a "boss". I've been trying to set up different behaviors using bullet, platformer and various different ones. Most of the time it just flips upside down and then goes to the "opposite" direction from me. I searched around the forum and some people said I had to flip the animation to be default towards the right, but that made the exact same problem.

    For the second thing if you know how to solve this, how do I have the "boss" switch animations depending on where I am? I guess it's something with detecting Player.X and Y.

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Dovafox

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