Tekniko's Recent Forum Activity

  • Anyone? Surprised there is only 8 views on this thing after 12 hours.

  • Make sure you use timers on certain skills. You don't want your NPC casting its best spell every 2 seconds. You could also add a "Hard" or "Easy" mode and adjust those timers accordingly.

  • Hey there,

    I am currently working on an RPG and I am using predetermined spawn points to spawn enemies. As seen here.

    Now this works just fine, but only for one monster.

    I have created a Monster Array and loaded five monsters into said array. I need a way to randomly select from a set range of levels. So if its a "newb map", only level 1 to level 4 monsters will spawn there. I saved the monsters level to (x, 1). I also want to be able to set the monsters current frame to the current X. I am using static images for my monsters, not animations.

    I tried a for each X element but that doesn't seem to work. This image is what I had working in my previous project, but I can't seem to transfer the logic over.

    Any help would be greatly appreciated.

    Thank you,

    Stephen

  • Um, why don't you just delete the Wait 1.0 seconds?

    Also, why do you disable the Duck's collisions twice?

  • I am not sure what the problem is. Can you upload a capx?

  • Hey there,

    I am trying to design an ingame clock. Normally I would just go by the current time or played time but I need the world time to be separate from "real life" time. I am thinking somewhere along the lines of 2 real-time hours to complete one 24 hour cycle in the game.

    I know that I will have to store the time locally/convert real-life time to game time and I can handle that, no problem. I am just stuck on how to display it as a clock.

    I was thinking of setting up a text that would divide the currentTime variable by 3,600 to equal each one hour. Then use the remainder and divide that by 60 to get the minutes. I could set a cap on the time so it would reset to 0 after 43,200 seconds (12 hours). I could also set a boolean for AM/AP so that I can keep track of the day/night cycles.

    Blah, I think I am on the right track. Anyone have an opinion or experience making something similar?

    Thanks

    Stephen

  • Create separate animations for when the player is hit.

  • Oh man. Keep playing with it, you'll understand it soon enough.

  • I would use custom movement for simple maps like these. Pathfinding is more for uncontrolled instances.

  • Give the object the 8-Direction Behavior and then control it that way.

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  • I don't think it can be done inline.

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Tekniko

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