Ldk's Recent Forum Activity

  • Hi.

    I cannot open the CAPX as im still on an old version.

    Will download the newer version and have a look.

    In the meantime.

    The invisible box or "player helper" is the movement. The sprites on top of that are animations.

    You go this route because your hitbox or collision detection on different frames change a lot on animated objects. So it just simplifies things and makes collision detection simpler.

    TIP: do not use a square player helper. Cut the bottom corners. Prevents player getting stuck on small ridges.

    For enemies. Use Turret behavior and platform behavior. No rotate for turret. Set events to simulate platform pressing direction of player.

    Will make more sense later. Busy downloading newer version to have a look at your file

  • Did you solve your issue?

    I am also busy with a platformer. With fighting combos.

    The following works properly with animations cycling as they should.

    Attack + press nothing else = Attack then go to idle.

    Attack + Attack = Attack followed by kick animation.

    Attack + Attack + Attack = Attack followed by Kick followed by Slice Animation

    Jump + in air + kick = Flying kick

    Jump rapidly pressing attack = Low Flying kick

    All of these work well with enemies detecting collisions and dying when struck.

    I also made enemies get damaged if you kick an enemy into another enemy.

    Point is, if you did not fix your issue i will have a look, but sounds like you fixed it.

  • Hi.

    I am curious if it is possible not to load the entire game in one go?

    As i understand HTML5 loads every single object in one go. Meaning that if 50 objects are used on level one, another 50 on level 2 and another 50 on level 3 it just loads all 3 levels into memory with all 150 objects.

    But as we all know sometimes you dont want to clog the memory with 150 objects, but instead just load the 50 you will be using on that level.

    So the question is if it is possible at all to trick the system into only loading level per level as opposed to the entire game.

    Or am i misunderstanding how HTML5 loads objects?

  • Thank RamPackwobble. Literally thought of that as i clicked submit topic.

  • Hi.

    I need to change the way turrets work. They aim at imagepoint 0 but i want to specify the imagepoint it should aim towards manually.

    Would this be possible to code easily as my coding skills are non existent.

    Edit: I just set a helper object to the head and made the turrets aim at the helper instead of the player

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  • Lerp functions do not work. They simply rotate in all angles. Line of sight also doesnt work because if one enemy has line of sight it triggers all other enemies to active as well.

    Is there no simple way of saying rotate towards object CCW?

  • Looks like its because i am mirroring the arms of the enemy that the angles start going lopsided and doing the inverted

  • What im trying to achieve is an enemy constantly aiming at the player. Like a turret. But i want to restrict it to only certain angles.

    But

    If player is on the left of the "enemy" it must restrict it to axis 135 - 220 degrees

    If player on on right of the enemy it must restrict it to axis 315 - 45 degrees

    If i do not use the clamp function then it is irrelevant if the player is on the left or right.

    But when i use clamp, once the player is on the right, somehow the angle runs inverted. So if the player goes up, the enemy aim down.

    In fact i do not think it is inverted. I think somehow it is still restricted to the first angle and not taking the second one into account.

    It should rather be if the player goes up the enemy aims up.

    I will investigate the lerp function and see if that helps my situation.

  • What exactly happens.

    No Clamp everything rotates fine.

    set my event like

    If player X > enemy X : clamp 45 degrees left (135 - 220)

    If player X < enemy X : clamp 45 degrees right (315 - 45)

    I need this to work.

    granpa can you please elaborate what exactly you did to make it work for you.

    Would be much appreciated.

  • The line of sight thing doesn't work too well. It jerks the motion a lot. It snaps degrees too noticeable. Think i will redesign what i'm trying to achieve to accommodate this hiccup.

    Its just frustrating considering if i do not use clamp, then there are no problems. Its only when clamp is used that it starts rotating funny.

  • Unfortunately that doesn't work. Guess i will have to learn java script to build a new function of sorts. Not sure really

  • Hi.

    When the player is on the left of the enemies, they aim at the players head. When on the right they do the same.

    I wanted to restrict the "cone" of degrees that it applies.

    Using the following.

    Set angle toward clamp(Player.ImagePointX(2),180,230) clamp(Player.ImagePointY(2),180,230)

    However since using clamp, when the player is on the right, the angle it moves at is clockwise. I need it to be anticlockwise.

    I tried using the rotate anticlockwise function but this will not do as it doesn't "aim" at an object.

    Is there a way to say Set angle toward clamp(Player.ImagePointX(2),Anticlockwise180,230) clamp(Player.ImagePointY(2),Anticlockwise180,230) or some solution?

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Ldk

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