tommyoliversays's Recent Forum Activity

  • sorry for the late reply, here is the game I am having trouble with drive.google.com/file/d/1QTNv0ujxMk20n1k0bM8WzroojG8nkVfK/view

    Testing the game, it seems like the enemies passed through the "window" objects. I'm assuming that's the problem.

    The window objects had the solid behavior, but it wasn't checked off as "enabled", so enemies were ignoring it. Flipping the checkbox to enabled made them work as expected.

    EDIT: Looking more through your logic and it seems like you want the glass to be see through for line of sight, so you're having the Solid behavior set to disabled by default until the enemies overlap, so they can't pass through it?

    Now I haven't used the Pathfinding behavior in my project, but just based on messing around a bit, it looks like since the Solid behavior is disabled until there's overlap with the enemy, Construct's pathfinding is treating the windows as not solid, and thus it's drawing a path right through them. Since the path is complete and the enemy starts to move before the sprites overlaps, it continues to follow that completed path even through the activated solid.

    The way I was able to stop this was to add an 8-Way behavior to your enemies, with initial controls disabled. This allows the enemies to still shoot through the glass, but as soon as they overlap, the 8-Way behavior for interacting with Solids seems to override the path that the Pathfinding behavior is following, and stops the movement as expected.

  • Super cheesy message but I just wanted to say thanks for adding this feature. I got into game dev six months ago through Construct 3 and while I wanted to learn programming to expand my knowledge, I didn't want to abandon this engine because I love the ease of use and insane work ethic of the team behind it. I was in this rock and hard place position of wanting to learn "real" programming, but not wanting to abandon the six months of work I'd put into my game so far. So I found myself not really putting a ton of effort into getting more into programming.

    JavaScript in C3 solves everything. Now I can learn scripting in a real programming language, and am motivated to learn cuz I can apply what I learn to the project I'm already working out without having to learn a new engine and start over.

    So yeah, thanks for targeting guys specifically like me who started as art people and wanted to cross over to the other side to programming, and building a fantastic bridge to help get us there.

  • Hard to say just on that description. Have you tried checking the collision shape on the character?

  • I could try taking a look at the project file

  • Hard to say without seeing your project. Does each new sprite have something like a Platform or Physics behavior that will let it interact with solids?

  • The way someone suggested here to me to get around this is to add a Family with everything you want to pause, then set that Family's local time scale to zero on pause.

    This way the whole game itself doesn't freeze, so things like input and timers outside the Family can still run and control the conditions of the pause.

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  • Awesome 👍

  • I'd use a tween behavior. Have the trigger condition disable the camera pin from the player, then tween (two positions) to the target object's X and Y values.

  • I've wanted to try and experiment with making my characters long scarf dynamic, so that it flows and follows the player's movement. Conceptually, I was thinking perhaps somehow generating a path as the player moves, then have a sprite or a series of sprites follow that path.

    If not, maybe something with physics?

    I dunno, I'm not really sure where to begin with something like this, so I haven't actually built anything yet. I'm open to suggestion if anyone has done something like this before or has ideas.

  • Are you using states? Speaking as someone who started off just dumping all my character controls into a single event sheet, I can tell you from learning the hard way that not segmenting your player controls into states will blow up in your face eventually xD

    For the crouching attack itself, I'd suggest using Is key down (down arrow), then as a sub event, on key pressed (whatever the attack button is), trigger the animation.

    Without putting crouch controls into it's own state though, you'll have to add a Is key not down (down arrow) condition to your standing attack, otherwise you'll have conflicts.

  • Dunno how your logic is set up, but perhaps fire a single bullet on the key press, then have that bullet spawn four more at slightly different angles?

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tommyoliversays

Member since 12 Sep, 2018

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