DesertPogona's Recent Forum Activity

  • <img src="https://dl.dropbox.com/u/33658489/moreproblems.jpg" border="0" />

    I'm still learning, so bear with me if I'm making too many topics. <img src="smileys/smiley18.gif" border="0" align="middle" />

    I ran into a problem where Construct 2 won't let me press the A key for initiating a text box, and then using the A key to close the text box. If I set the A key to open AND close, I'm pretty sure it's running the entire process all at the same time and thus makes it look like nothing is happening. If I set the keys to A for initiating and S to close, it works.

    So, I've tried to play with values, hoping I can try to not confuse the engine so much, but I'm not doing so well with that. Can someone point out what I'm doing wrong here?

    (And on a side note: if anyone knows where to find any info on making textboxes that scroll through individual letters as they output their words, like old RPGs, that'd be neat!)

    edit:

    Another thing I noticed is that I have two of the same NPCs in the same instance, but only the one in thelayout will perform the textbox functions. I'm not sure why that is. I was expecting them both to do the same thing.

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  • From what I can see, you're testing if the player is to the right or left of the shadow. You need to test using the npc.. you'll get proper picking then.

    + for each npc01

    + if npc01.x < player.x

    -   npc01 set animation to right

    + if npc01.x > player.x

    -   npc01 set animation to left

    You will probably also want to pop the player in front of the NPC based on the Y position relationship to each other.

    there's a plugin for just such a thing.

    http://www.scirra.com/forum/plugin-isometric-z-ordering-based-on-y_topic46247.html

    Wow! Really helpful posts. I'll be sure to implement these and see how they go. Thanks, based community ! Very appreciated! <img src="smileys/smiley36.gif" border="0" align="middle" />

  • I'm not sure how to put this properly. I'm a complete newbie when it comes to logic statements and programming in general, so I'll try to be as clear as I possibly can.

    Here is what I want to do:

    I want the NPCs for this instance of my game to always face the player when the player is within a set range, and set its layering so that it is in front of the player when the player "goes behind" the NPC, and behind the player when the player "goes in front" of the NPC. I would like them all to act independently, but use the same code and come from the same object, so I don't have to create 100 different NPC's that basically do the same thing.

    Essentially, what I want is for the player to approach an NPC and for that NPC to face that player and layer itself accordingly, without the others changing their own values that are not within range.

    What I have now:

    I can get ONE NPC to track the player based on his X and Y in relation to him, and layer itself accordingly.

    If I add another, it just flat out breaks. I have no idea how to make them independent of each other.

    <img src="https://dl.dropbox.com/u/33658489/blargh.jpg" border="0" />

    This is what I have as far as scripting goes.

    <img src="https://dl.dropbox.com/u/33658489/blargh2.jpg" border="0" />

    This is what the layout looks like. I want these guys both to face the player independently of one another.

    Any help would be appreciated. Thank you.

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DesertPogona

Member since 3 Jan, 2013

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