BigDream's Recent Forum Activity

  • Sulli

    Yes, I downloaded the .capx <img src="smileys/smiley42.gif" border="0" align="middle" />

  • I needed the .capx

    Thank you guys for your help!

  • , could you please send me the .capx with your changes?

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  • Sulli, weeks ago I contacted Ashley about this problem but he told me to post to the forums. I knew it wasn't going to help... But anyway, thank you for trying!

  • "For Each" doesn't work with triggers, but I do have one!

    The event is something like this:

    If [Enemy is on stopped] + If [Enemy is overlapping Player] then [Enemy play "Attack" animation] and [Play sound "Attacking"]

    Since I have [On Stopped] trigger, the "For Each" loop won't work.

    Let me know if you checked the .capx and have any ideas, please.

  • Hi!

    When [Enemy] is close to [Player], enemy plays attack animation and then plays sound of attack. It works well with a single enemy but I'm going to have more than one enemy of same type on my level. And the problem is that when I use more than one enemy, the sound of attack doesn't play at all or sometimes it plays for only one enemy. What should I do to have each enemy play attacking sound as soon as it gets close to Player?

    drive.google.com/folderview

  • Yes, just figured it out! But thank you anyway! Sometimes when trying to think of many things at once, it confuses my brain and then even simple things disappear from my mind... <img src="smileys/smiley13.gif" border="0" align="middle" />

  • My inventory has 3 slots. There is a shop in my game that sells items.

    It works like this:

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

    If [Buy Button] is clicked and [Money] is => 25 then sell one item to the player.

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

    The problem is that when I click that button once, it sells 3 items at once (Inventory has 3 Slots)and fills inventory, plus takes money for 3 items instead of one.

    How can I get ONE item only if I clicked [Buy] once?

  • Yes, it works now with the For Loop! Thank you! But I'm still having one more problem:

    If [Enemy] is [On Stopped] + [Overlapping Player] then play [Attack] sound

    It works fine with a single enemy but, again, it doesn't work with multiple enemies. The For Loop isn't working here since there is a Trigger (On Stopped).

    Any ideas on how to make each enemy play Attack sound as soon as they are close to the Player?

    P.S. - I'm sorry but I can't send the .capx because it's a big project which is about to be released soon and I don't know if my people would like someone to have their project before them, you know.

  • Hi!

    How to use Line Of Sight behavior with multiple enemies? My enemy sprites have Platform behavior to control their movement.

    For the enemy AI I've got something like this:

    If Enemy has LOS to Player > Enemy simulate Platform pressing Right, Left, Jump, etc.

    It all works fine with a single enemy but as soon as I create two or more enemies I start having this problem:

    If Enemy #1 has LOS to player and simulates Platfrom pressing Right or Left then all other enemies do the same even if they don't have direct LOS to the player...

    How to solve this problem?

  • Hey, guys!

    I've been searching forums to find a solution for my problem but all thosee examples eaither too complex for me or not exactly what I'm looking for. As I can see, it's not hard for you to figure out the inventory thing. So, please, can you help me with what I need:

    A simple 3 Slots inventory. It must work like this:

    1) Player picks up an item and the item goes to any free slot of the inventory

    2) If all 3 slots are full, the player can't pick up the items anymore

    3) After the item was removed from its containing slot(for example, removed by event), that same slot becomes available for another item to pick up

    I would appreciate your help with this. Thank you in advance!

  • Thank you very much, guys! This is exactly what I needed!

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BigDream

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