ephrisian's Recent Forum Activity

  • You are absolutely right, I had to account for the fact that my npc can't have a controller separate from the Animations unless I had the controller attached to the animation, which doesn't make sense.

    Here is the result:

  • I'm using a mechanism to change the animations based on direction for my sprites. I'd like to use the same logic for all my NPC animations, and ideally all animations in general.

    NPCs work great, when there is only one on the screen. But, when there is two and they move in different directions, everything gets weird.

    Here is what I have so far.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It would be possible, if you add a sub event to on start and check the checkpoint flags you can set the position.

  • I use this to most of my projects

    https://www.scirra.com/tutorials/398/to ... ers/page-4

  • You can try to make the enemies spawn when not on screen and checkpoint set. This way they will be there when you reappear.

  • I gave it a try, however it doesn't allow for ongoing animations.

    Right now I'm using angles to determine the animation.

    If moving

    • > if angle between 0 and 90
    • -> set animation walk_up
    • --> if attack pressed
    • ---> set animation attack_up
    • ----> on animation complete
    • -----> set animation walk_up

    [SOLVED]

    I solved it but it cost me 35 events.

    Here is the .capx

    https://www.dropbox.com/s/k3bjn3yzk88um ... .capx?dl=0

  • I've been looking for this answer on the forum and just can't find it.

    I have a 4-direction character (up, down, left, right) and I'm controlling their animation based on the angle of motion.

    However, I also need the attack, hit, etc animations the play based on the direction.

    How do you trigger the animation based on direction without a wait condition?

  • That solution is a life saver!

  • I'm trying to achieve this same thing but I'm using a Function to spawn the object by name in order to generalize the EnemySpawn function.

    Is there a way to accomplish this since I can't Pick all "Function.Param(0)"

    SOLVED

    I just added a blank sub-event with Set healthBar to Enemies.imagepoint 1

  • How do you add an existing object to the layout? If you tap and drag nothing happens, if you double tap you edit the sprite, if you tap and hold you edit the object.

    The same goes for the sprite screen, I can't see any other frames just the first one. The frame screen in behind the main editing screen.

    [Update]

    After so trial and error, I finally went to Menu -> Settings and changed the view to desktop on my tablet. With the desktop view I am able to drag and drop objects and see the frames window in sprite editing.

  • Thanks for the examples.

    I'm curious, how can I see what type of tiles are around me? I'd like to be able to set the tiles to a specific type when there is wall below them vs floor below them.

  • I've been looking for an example .capx for the DungeonGen plugin by rexrainbow but I can't seem to find one anywhere.

    Does anyone have an example of how it's used?

ephrisian's avatar

ephrisian

Early Adopter

Member since 15 May, 2013

None one is following ephrisian yet!

Trophy Case

  • 11-Year Club
  • RTFM Read the fabulous manual
  • Email Verified

Progress

13/44
How to earn trophies