Derqs's Recent Forum Activity

  • Oh man, that looks fantastic!

    Do you have a devlog set up anywhere where I can follow this game?

  • Looking forward to this one!

  • Thanks, for the quick help! blackhornet it works like a charm.

    They now move independently of each other

    <img src="http://i.imgur.com/Q1iXmpH.png" border="0" />

  • Hey there,

    I have an enemy, with the variables:

    Range (when within range, enemy follows player)

    Attackrange (when within range, enemy stops moving and attacks)

    Attacking   

    MoveTowards

    Well when I duplicate this enemy, the others do attack when they're not even in range. So how can I seperate these variables, so every Enemy does his own thing?

    Heres a screenshot:

    <img src="http://i.imgur.com/rXmux6Y.png" border="0" />

  • Hey there, again I'm stuck and I can't seem to find a solution.

    I already checked alot of examples and forum posts :)

    So, I can place and destroy blocks just fine in my game.(using create object at current mouse.x and mouse.y)

    The only problem is: I can place 2 and more of the same blocks on the same place. So is there any way how I can check if there's not already a block at the current Mouse.X, Mouse.Y?

    drive.google.com/file/d/0B-5Zgs_yQiBiM2xBZEpRcHo4NDQ/edit

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  • Woa, I got it finally!

    For anyone with the same problem:

    I had to add the "object on created" condition to the overlapping condition.

  • Hey there,

    I'm trying to make a mechanic, but I can't get it to work:

    There is a template made of 8x8px blocks ingame. When you place placeable blocks on those blocks the puzzle should be completed.

    So far i tried making a variable that adds 1 to "puzzle completed".

    And when for instance "puzzle completed" =7, the puzzle should be completed. I tried working with the overlapping condition, but this would add 1 to the variable constantly.

    Level 2 would be made of more template blocks

    Level 3 of even more etc..

    here an image of what I want to achieve:

    <img src="http://i.imgur.com/rmSlYiK.png" border="0" />

    And here thecapx:

    drive.google.com/file/d/0B-5Zgs_yQiBiWjFFNkhCTEVtVkU/edit

  • awesome artwork and I really like your blog!

    This is something I'm working on,

    It's going to be a terraria/zombieshooter/supercratebox clone. Also my first time doing something with pixelart:

    <img src="http://i.imgur.com/dSNoq8I.gif" border="0" />

  • I just can't get it to work properly.

    The two red dots indicate where these 2 object should connect.

    So when those legs go 1px up, I want the torso to move 1px up too.

    This doesn't really work with the Pin behavior I figured, because the sprites just stick to 1 point. Set position also does some strange things, so what would be a good way to connect those 2 dots?

    <img src="http://i.imgur.com/GVZ0qYH.png" border="0" />

    EDIT: woa got it fixed finally, for anyone with the same problem:

    I deleted the Playerobject and just gave the legs platform behavior.

    I then used at every tick: Set position Torso to legs imagepoint1(I put where i had the red dot)

  • Hey, my player character is build from 3 objects.

    Player- just a square box with platform behavior.

    Torso-This one changes alot(weapons,aiming)

    Legs-walking,jumping,idle.

    So i currently have this:

    On start of layout: Torso pin to Player.

                         Legs pin to Player.

    That works though, the thing is the walk animation makes my character jump a little. In the first frame the player stand higher than the other 2. But when I use Pin behavior it doesnt work.

    This is how he is meant to walk:<img src="http://i.imgur.com/JVFywpW.png" border="0" />

    here is the url so you can see how he currently walks: googledrive.com/host/0B-5Zgs_yQiBiV1F4NjRORmVQSlE/index.html

    Also when you jump and go walk left or right when you just landed the animation will get stuck in idle pose. I don't really why that happens.

  • Thanks they now shoot in the right direction, but when I shoot and then change the animation frame, all the bullets move into the new direction.

    Is there any way to handle every bullet as a different object, so they wont get effected by the angle-change, when they have already been shot.

    EDIT: got it fixed by making a mouse click event for every bullet direction.

    Thanks!

  • Hi,

    I have 3 images of my player holding his gun.

    1. holding it upwards.

    2. holding it straight.

    3. holding it downwards.

    so what I want is to get him to shoot in the right direction on each image.

    Something like:

    If imagenumber=0 angle=45

    If imagenumer=1 angle=0

    if imagenumer=2 angle=315

    Is this in anyway possible?

    I also use the mirror function to get him to face the other direction, how would I get that to work with this correctly?

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Derqs

Member since 21 Feb, 2013

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