Klonoa1545's Recent Forum Activity

  • Wow, this is thorough! I don't suppose you have a capx of this, do you? My only question is at the beginning about creating an instance variable. This is a variable contained within each instance of an enemy, right? Thanks for your detailed reply!

  • Hey there. In my RPG I'm making, I have an active battle system, but I want to make it so no enemies attack at the same time as another enemy. All enemies take actions on an individualized timer, but even though I've tried to reset/randomize those timers with different events, the enemies almost always sync up anyway. I think I might want to use Wait for Signal, but I don't know if that's the best way to do it. How would you do it?

  • Okay, I'm trying to make it happen by doing an event that looks like this:

    Start of Layout

    for each family.enemies(ordered by X)--------> Set Enemies.TargetID to round(random(1,Enemies.Count))

    But I get duplicate numbers, which I don't want. Any suggestions on how to avoid duplicates?

  • Thanks for the reply! Since the battles are randomly generated (with 1-4 enemies in each battle), how would I plan ahead for the counting? Does it make sense what I'm asking? Because I could certainly just assign them variables when designing the layout, but the randomness is what necessitates the being able to pick by X. I hope that makes sense. Maybe I could do a start of layout event in which I assign the enemies a target ID using a for each event. Any other ideas?

  • I am trying to do a thing where the player can select a target a la Tales of Eternia or Phantasia. I simply want it to be where each time the targeting button is pressed, it selects an opponent from left to right. Kind of like this:

    |Player|________________________________|Enemy 1|__|Enemy 2|__|Enemy 3|

    When it is pressed the first time, it should select the enemy closest, then if pressed again will switch to Enemy 2, then Enemy 3, then Enemy 1 again. I suspect I need to use the Pick condition, possibly by evaluate. I'm just not sure what to put there. Thank you!

    Tagged:

  • Thanks a million. I can't believe how simple that was.

  • I'm late to the party, and since I'm still stuck doing Construct 2, I need some help. I have an excel spreadsheet that contains playable character data for a gacha type thing. I have converted it to a CSV file. I want to convert the CSV file into an array using the csv2array plugin. But I can't for the life of me find a step by step process on how to do this. What is the specific sequence of events that I need to use to make this happen? What objects do I need, what is the step by step process to turn my spreadsheet into an array at which point I can just call the data as necessary from the array's coordinates? Explain it to me like I'm a grade schooler. Thanks in advance.

  • I had to raze the whole dang script, but I got it working finally.

  • Okay, I give in. Here's the capx. Someone take a look and tell me how to not break everything and get this stupid block mechanic to work. And yes, it is in C2 runtime. This is a project mostly for my son (and a little for me), so it's not like I'm gonna sell it. Anyway, if someone could help me figure out how to have the player take damage if the block animation isn't playing and receive the bonus for blocking properly, I will be eternally grateful.

    mydrive.ch/shares/29606/068c803ade698f2b49696123c877f1e7/browse

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  • I suspect the reason is the "held together by duct tape" finite state machine I have going on. I'm sure the eventing I've done is interfering. I may just provide the capx and expose my hideous eventing to the world.

  • I have included the screenshot, but this just plain doesn't work. I want it to be that if the player presses the block button "A" when the enemy's Attack animation is 3 or above and the red circle is overlapping the player, it will trigger a successful block and add to a special meter. If the block happens outside of that frame, the player will take damage. But dang it, it just doesn't work. What should I do differently?

  • Thanks! For both things! Someone really ought to make a "dissolve" effect similar to "fade" you know? Cheers.

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Klonoa1545

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