CF78's Recent Forum Activity

  • Nice! Great concept!

  • Works perfectly for me following your instructions.

    Have you tried 'Reset Dialogs' from Preferences, just in case the window is off-screen for some reason?

    I did not. And once I did. Bam! Fixed. Thanks a lot

  • Not 100% if this a bug... In r169 In the properties panel when I click on Add / edit : Effects. Nothing happens. When I right click on an object and select Effects... nothing happens.

    I noticed this recently when trying to edit an effect, and to my surprise... nothing happened. No effects window, nothing. I figured that the effects windows was minimized or closed, yet I can not find any info on it. Not sure if this is a bug or something effecting only me.

    Attach a Capx

    No need. Create new project and same results.

    Steps to Reproduce Bug

    • open new project
    • create a sprite
    • try and add effect

    Observed Result

    Nothing

    Expected Result

    Effects window should appear

    Operating System and Service Pack

    Windows 7 Pro 64bit - SP1

    Construct 2 Version ID

    r169 - Personal License

    Thanks in advance

    Chris

  • Currently working on Scum Slayer

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  • I Don't know if anyone is still looking for a solution, but I found a quick fix on accident.

    If you are using pathfinder and are suffering from the overlap or stacking effect... Add the 8Direction behavior to your enemy and set the speed, accel, and decel to the same values of the pathfainder behavior . Set default controls to no, and initial state enabled. Depending on the type of game you are making you can set the directions and angle accordingly.

    For what ever reason this seems to work. With no teleporting.

  • I've never used the pin to function.. I like to use "set position to" That said, I would do an every tick set position of the HP bar to each zombie, along with setting the width of the HP bar to the instance variable that is used for zombie health. You will most likely need a "for each" statement as well.

    So something like:

    For Each : Zombie

    Every Tick | set position of "health_bar" : to Zombie

    Every Tick | Set health_bar.width : to Zombie Instance variable "Health"

  • Is this what you want ?

    This is exactly what I was looking for! Yes I will be using an instance var - a lot more elegant!

    Thank you so much!

  • Can you attach the .capx ? Just with the concerned system ? I'll have a look on it.

    Thank you much! I appreciate it. I'm thinking I may have to create a more custom and detailed approach, but figured I'd ask for some insight incase there is a simpler way or I am just missing something.

  • Hey Guys and Gals

    I am working on a top down game. The player uses 8Direction Behavior for movement.

    I am using this expression for movement animations

    8Direction is moving | playerAnimations | "walk"&ceil(8*(1+player.8Direction.MovingAngle/360)-0.5)%8 (play from current frame)

    And the same expression for attack and idle as well

    player is Attacking | playerAnimations | "attack"&ceil(8*(1+player.8Direction.MovingAngle/360)-0.5)%8 (play from current frame)

    X 8Direction is moving| playerAnimations | "idle"&ceil(8*(1+player.8Direction.MovingAngle/360)-0.5)%8 (play from current frame)

    My movement animations are set as follows in one sprite:

    Walk: Attack: Idle:

    walk0 attack0 idle0

    walk1 attack1 idle1

    walk2 attack2 idle2

    walk3 attack3 idle3

    walk4 attack4 idle4

    walk5 attack5 idle5

    walk6 attack6 idle6

    walk7 attack7 idle7

    Everything is working as intended. Though when I move the player in any direction, on release of the directional button (d pad or key press) the player returns to facing to the right.

    I would like to have it where if you are in motion in a particular direction, on stopping the player would stay facing in that direction, rather than returning home.. If that makes sense.

  • Never mind, I figured it out.

    0 is right and it goes clockwise after that.

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  • Add 8 animations to Sprite which also has 8 dir motion

    walk0

    walk1

    walk2

    walk3

    walk4

    walk5

    walk6

    walk7

    These should each have the frames for the directional movement.

    Then: (simplistic approach)

    every tick

    sprite set animation:

    "walk"&ceil(8*(1+Sprite.8Direction.MovingAngle/360)-0.5)%8

    play from current frame

    Voila ....

    This is such a simple way of doing 8 way animations. Though I am having an issue with figuring out which of the walk0 - walk7 handles what direction animation.

    Is there an order of the directions.. Like walk0 = up, walk1 = down ?

    I assumed that from 0 - 7 it would be:

    0 = up

    1 = up-right

    2 = right

    3 = down-right

    4 = down

    5 = down-left

    6 = left

    7 = up-left

    But when I implement it it seems almost backwards or off.

  • ramones I didn't even think to use it. Wow this is going to simplify and make what I want to do work. Thanks!!

CF78's avatar

CF78

Member since 21 Dec, 2012

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