Hexxiss's Recent Forum Activity

  • I can figure out touch controls for side scrollers rather easy, however I'm doing a top down shooter game, and it's proving to be really difficult.

    You can obviously go up, down, left, and right but I want you to be able to rotate and face that direction that you're traveling in, so you can shoot that way also.

    So far "rotate clockwise/counter-clockwise" has lead to iffy results. Any ideas?

    thanks!

  • I have a waypoint system set up I would like to do, to move enemies around, without the pathfinding behavior.

    When they collide with specific waypoints, it will change their direction based on a number value.

    The problem is, I don't want it to always choose all 4 random numbers. Sometimes, I would want it to pick a random number out of 2 numbers, or 3 numbers, so how would I do that?

    I know how to randomly generate the 4 numbers, but what would I do if I wanted it to set it to either 0, or 2? Or 1 and 4, or 0,1 and 4?

    thanks!

  • I'm currently using 8 directional movement for my player character, and I can auto save the game, and all that, which works great. However, when I load the save file, it's as though the save file that is loaded also saved the fact that the character was moving up, or down at the time that the game was saved. So when it's loaded, the player will move up or down, despite not having to interact with the keyboard or the controller. Is there any way to keep this from happening?

  • So, here's what's going on currently.

    I have enemies that start a game with 100 health on a layout, when their health reaches 0 (after being hit by the player) they then destroy themselves and drop a random item.

    If you load a game and return to the layout, the enemies that are killed return briefly, then die and drop an item (because the game knows to destroy them, because their health should be 0).

    They all have the "No Save" behavior, but still seem to be saving.

    I would just like all of the enemies to return to the layout when the save is loaded.

    Any idea why the "No Save" wouldn't work in this situation, or does anyone have a better way to cause the enemies to reload properly?

    thanks!

  • So, strange thing, I thought it was working, but it doesn't seem to be now.

    I've given the enemies in the layout the "No Save" behavior. Yet, when I load the game they still all destroy themselves.

    They're simply set to destroy when their health reaches 0. Any ideas what would caused the enemies state to still be saved when the game is loaded even though they have the "No Save" behavior?

  • I am so thankful, that that was so easy to do. I'm still new to the whole save game thing, so I didn't realize there was a behavior I could use. Either way, thank you so much!

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  • I have a problem with a game after you load it's save file.

    Currently my enemies are set to destroy when their health reaches 0, and drop a random item. Also, all of the enemies are preloaded into the layout.

    However, if you kill an enemy in the layout (or all the enemies for that matter) save your game, and then load it again, when the layout loads the save file - all of the enemies then die again, and drop another random item.

    I'm assuming it's because the save file loads the layout, says "the enemies health is supposed to be 0" which then causes them to die, and respawn the item.

    Is there anyway around this?

    Thanks!

  • Hey guys!

    I'm hoping someone can tell me how to do this. It seems pretty simple but I can't get it to work right.

    Is there a way to tell the game that essentially if: Object A is above Object B to then move object A to a layer above object B?

    Is there a way to just compare the two values of each of these, and if it's above that object by a certain amount, it can then shift it's layer?

    Any help is greatly appreciated!

  • I currently have larger enemies, that I want to spawn smaller "baby" enemies that are equal to the current enemies health. The problem is, this health is constantly changing as it takes damage. And I want the enemies that are spawned at any given moment, to have their hp equal to this.

    I can't seem to find any examples of this on the forums, does anyone know of a way to check for this value, when the lesser enemies are spawned? And how to give them that value?

  • I have a strange issue, where an object from 1 layout will show up in another. Keep in mind, this object isn't ever spawned or anything like that on any layout. It's simply an environmental asset, that's a bush, with a solid behavior.

    So sometimes, not all the time this bush will show up inside another layout. I have 2 layouts, and outside layout and indoor layout, and this bush is not present AT ALL in the indoor layout. The outside layout also has a number of different assets, trees, bricks etc. However, if I'm outside, and I go inside and to the indoor layout, sometimes this bush will randomly be there.

    Anyone else ever seen anything like this?

  • Is there a way that I can compare 2 different axis on the gamepad, so I can know once the Left Analog stick is within a certain range of X and Y, it will trigger an event?

  • Hey everyone!

    I tried to look up some better ways of doing this, or something that would help me out ,and wasn't able to.

    I've been using Encrypted Cow's tutorial here: https://www.scirra.com/tutorials/583/ea ... g-an-array

    To create an inventory, and I'm using it pretty much exactly as he has it which you can see here:

    However, I don't want to have to right click on an item to get rid of it, etc, I want to be able to use multiple items at once to create a new item.

    For example, the player needs to make a apple pie, but needs pie crust, apples and sugar to do so.

    Say Pie Crust is itemID # 20, Sugar is itemID #15 and Apples are itemID #2 while the actual PIE itself is itemID #3

    Is there a way in events to essentially say if the player has ItemID 20, 15, and 2 that they can then receive the Pie, Item ID #3? And have those 3 items vanish from the inventory, and have only the pie left?

    If anyone can help me understand this a bit better, I'd really appreciate it!

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Hexxiss

Member since 1 Jan, 2013

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