MadScientist's Recent Forum Activity

  • OK. Thanks

  • Good day. I have legal question. If I heavily modify and rework example project so that my code in it will be around >50% and my graphics in it will be >90% then can I publish it and monetise? Should I reffer to example creator name?

  • Yep. Try to check for degrees in 2 conditions.

    Like:

    -------------------------------------------------

    angle(player.x, player.y,mouse.x,mouse.y) <135 .l

    and

    angle(player.x, player.y,mouse.x,mouse.y) >= 45 l

    -------------------------------------------------

    So you need to make sure that sometimes it is, lets say ">", and sometimes it is ">=".

    You need to make sure that there is no situation when you have lets say exact 45 degrees triggering 2 different events. Also add another condition which will check if required animation is already playing. Like:

    -------------------------------------------------

    if:

    angle(player.x, player.y,mouse.x,mouse.y) <135

    angle(player.x, player.y,mouse.x,mouse.y) >= 45

    (inverted) Player>IsAnimationPlaying "idleup"

    (inverted) Player 8dir is_moving

    than:

    set Player animation "idleup" start from beginning

    -------------------------------------------------

    and check that all your animations set to looping

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  • It is hard to understand what is happening when we do not see it in action. Please share .c3p file

  • Sorry if it is too much noob question, but I could not find info on it.

    So I was wondering is it possible? I am working with a timelines now for boss animations and there are a lot of times when I need to change length of some movement in middle of timeline , but keeping time length of all remaining keyframes. Selecting by mouse takes a lot of time when you have minute+ length with 100+ frames. I feel there must be a keyboard shortcut for this. Is there? Also there is high chance that r401 will crash during selection of multiple keyframes by mouse.

  • If you want to move something and have it be correctly affected by physics at the same time you must move it by physics.

    Uf. Thanks for reply. Math time! I already have something on my mind, but will delay it until performance issues.

  • fedca

    I have a question. When I move enemy by Set Position - it stops movements by phisics, so when world moves around my character, everything moved also by physics - stops and only moves by Move event. Any way to make both pysics and manual movement to work same time?

  • Best working and best performing solution I had found for Vampire Survivor like enemy behavior is using phyics.

    Threw together a little example for you: (edit: updated version)

    https://drive.google.com/file/d/1xL7J-6fcYV0DROR24FHLW_w1j78QgD4a/view?usp=sharing

    Let me know if this works for you! :)

    This is so amazing and simple. You opened my eyes!

  • Like here, Damage on collision with another damage, save damage number of first 1 to local variable, and destroy it, add to second one number from local variable.

  • construct.net/en/free-online-games/skies-hope-survivors-49391/play

    Weapon slot 9 will give immortality when shield appears

    I am working on a close stuff.

    Here is what I come up with

    You can test in my game 80 enemies at once and it is far from perfect, but somewhat working. I will improve it later anyway

  • Also you can use dictionary or array and call it by YourDialogs.At(int(random(0,10))) or something.

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MadScientist

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