Anthracite's Recent Forum Activity

  • Hi there, I've been tinkering with this for a day or two now and unfortunately it's still giving me issues where the animations just won't change.

    The Object has the Pathfinding Behaviour

    And then I have this piece of code that is checking the Pathfinding.MovingAngle to determine the Animation required.

    However, often the Object never changes its animation or sometimes chooses a completely incorrect one. I've double checked and triple checked my angles but it's obvious I'm doing something wrong here. I would really appreciate a second set of eyes on this.

    The most common one is when the Object should be playing the Walk Right animation (as it's within the angles specified) it plays the Up animation instead.

  • Fantastic, that's sorted it ... I believe I was being an idiot!

  • Thank you for replying dop2000,

    When testing this with the LoS Behaviour, we found it problematic and intensive when doing this on multiple enemies. This option was suggested from an old Construct 2 tutorial.

    I've just tried your method out, and for some unexplainable reason the Pathfinding does not move the Enemy until we've collided the player into a solid object.

  • Hi there,

    We are using a simple pathfinding Line of Sight technique with a single line (Line of Sight Bar) that is directed towards the player at all times. If this bar is overlapping the player then the enemy can see you. Pretty simple.

    The problem I'm having is that if we have two enemies on the screen, we have two Line of Sight Bars.

    If the Line of Sight Bar is overlapping the Player, how do I choose the Enemy Object that is closest to the Line of Sight Bar's position?

    Note, the Line of Sight Bar has it's X and Y at the bottom left so we can resize if it needed. So the X and Y of the Line of Sight Bar will always be overlapping the enemy it is attached to.

  • Hi there,

    I'm creating a brief fade in and fade out transition using two objects, one with the fade in behaviour, one with the fade out.

    I'd like to add the water effect to it, but unfortunately the water effect kicks in straight away and the transition is jarring. How could I ease in the water effect during the fade in / fade out?

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  • dop2000 thank you, and mekonbekon too!

    With your changed example dop2000, how do I flip the reflected sprite vertically so it's correctly reflecting as a mirror should?

  • dop2000 oh we wouldn't need it to work from all angles, but thank you for attempting it :)

    We'd only need it working if you walked up to the mirror or walked past it as it would be on a wall.

    In this instance, the lower dog is the player and the reflection above him is in the mirror. Apologies for the absolutely awful sketch.

  • dop2000 that is utterly brilliant, so clever!

    I've taken a look at your example and think it's pretty much perfect for what I need. One slight request (which I'm happy to compensate you for)

    How could I get this so that it could be used in a top-down game (similar to classic Zelda titles). So it would reflect the Y axis? Where the Mirror would be on a wall and the player would be looking up at it.

  • It would be wonderful if I could make mirrors in the game reflect the Player sprite? I'm using C3 and have tried the ReflectY plugin to no avail, but wondering if there is a better solution?

    I have tried the Paster c3addon, but unfortunately need the C3 runtime.

  • Hi there,

    I have a layout called Ground_Floor, it is set to the First Layout in the project properties and also is the first layout in the layout list under the Projects tab.

    However, when I run the project from it being freshly opened. It runs the incorrect layout.

    It also does this when exporting it to NW.exe too

    Any idea as to why?

  • I have the First Layout of the project properties set to the correct layout I wish to run. However when I export to NW.exe the screen is just black.

    Also when I load the project for the first time in a new instance of Construct 2, the First Layout it runs when I run the project is also incorrect. However the First Layout in project properties is 100% correct. Very odd.

    Any clues?

  • Thank you , so I have created this and unfortunately it doesn't seem to trigger anything.

    The object I am overlapping has the variable Destination_ID set to 158 and an object with UID 158 exists on the same layout.

    Note, it does the same thing with self.Destination_ID and Transfer.Destination_ID

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Anthracite

Member since 30 Dec, 2016

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