broknecho's Recent Forum Activity

  • codah looks to have a solution there.

    I would also agree that a single sprite would be better here. Then you could just make 4 animations based on the 4 directions. Once a direction is chosen, you can then use the Set Animation action to change what direction animation is playing.

    Also for smaller lists, an easier expression for random lists of things is the choose() function:

    i.e.: choose(1,2,3,4) - for direction

    OR

    choose ("SWalkUp","SWalkDown","SWalkLeft","SWalkRight") - For random animation (but keep in mind you have to then move in the correct direction as well)

  • Well technically that code you have there should run against all instances of enemy_sml_f regardless if they are created manually in the layout or using the System -> Create Object.

    Are you not noticing any of the code running?

    I do notice that you increment enemy_sml_f_count when the enemy spawns but do NOT decrement it when they die.....this might be intentional though.

    When debugging, you can use the Debug Layout tools built in construct to see some deeper information or when that isn't enough, I tend to add the Browser plugin to the layout and then use the action Browser -> Log to send my own debug text to the browsers console.

  • One way you could try is to:

    for each enemy:

    1- Set a local variable direction to a random number from 1-4 to pick a direction

    2- Compare that variable to pick the direction for each enemy.

    Depends if you want the enemy to just turn 90 degrees or possibly turn right around for a 180.

    I'll make a sample capx to illustrate.

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  • Hey jminfantem!

    What movement behavior are you using on your enemies?

  • Hello!

    It seems that the Tilemap TMX importing doesn't like it if multiple Tilesets are included in the TMX file. You get the "Error parsing XML file. Check the file is a valid Tiled TMX file." message.

    Here's a sample TMX with two tilesets and it errors out as soon as you drag the TMX into construct. The second tileset isn't even used in the TMX file other than a reference to the file.

    skydrive.live.com/redir

    Given that a tilemap represents one layer which would in turn only represent one tileset, I'm pretty sure this is by design but I think it should possibly handle multiple tilesets. One idea would be if if asked:

    1- What layer you would like to Import (This is current functionality)

    2- Ask what tileset you would like to assign as the image for the above inserted layer => tilemap construct object.

    I'm just getting into heavily testing out workflow with the tilemap feature and it's an amazing timesaver!

    Any thoughts on this?

    Thanks <img src="smileys/smiley1.gif" border="0" align="middle" />

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broknecho

Member since 24 Apr, 2013

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