BluePhaze's Recent Forum Activity

  • Can't grab the capx right now, but I would look at the logic you have for attacking, does it set any animation when it ends, or does it update a variable that triggers another animation like standing?

  • If you want diablo like movement you need a couple of things, the first part is easy, have the player sprite move toward where the mouse is clicked. This can be done by pinning an invisible sprite to wherever the player clicks. Then setting the angle of the player character to wherever the click was.

    You can also use pathfinding to get it to navigate around objects. But that takes a bit to compute.

  • Yeah, resetting dialogs is the option I was referring to. Go to the construct 2 menu in the upper left, then click preferences of that menu. IN the preferences window you will see "Reset Dialogs".

  • There is an option for reseting the workspace that should fix that for you.

  • Make sure monster has the bullet behavior and also that you do NOT have destroy outside layout set on your monster. Also I don't see anywhere in your code the logic that spawns new monsters...

  • Have an event that checks if the score variable has hit your desired total and then have it call the "load layout" event and give it the number or name of the layout you want to load as your next level.

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  • Rory are you on 128 or 128.2?

  • lucid Awesome, thanks! Yeah the copy/paste stuff is my biggest hurdle currently as well. My workflow is to make my idle animation, then copy keyframe and related objects and paste it in as the base for another animation. Seems to cause lots of fun issues.

  • Use a "for each" enemy loop at the beginning of your chase the player logic.

  • lucid outside of the ball of sprites issue, any word on collision boxes or telling where the current implementation will "touch" the ground? Currently some of my sprites seem to float above my solid tiles.

    Also, any word on resizing methods in the C2 editor yet? Outside of scale it would be nice to be able to specify a height, etc... and have it scale to that size without trying to guess at scaling percentages...

  • No problem, glad to be of assistance. I Haven't used flash in about 9+ years (Flash 3 and 4) so it's been awhile and it was a whole different beast them.

  • Yudraciell There is a difference between collisions with solids and platforms, etc... and Physics. He is specifically talking about physics objects which are CPU intensive. Mix that with inefficient design and it can bod down quickly.

    I can have hundreds of objects in a platformer, but physics based objects are a whole other ball game...

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BluePhaze

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