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  • Because you're finding a new path every tick. You only need to find the path once then let the object move along the path then find a new path when it reaches its destination (in general). Try 'on start of layout' instead of 'every tick' and you will see it move after finding the path once.

  • You've explained it well so I guess you have the walking and line of sight done already? When they are not in line of sight (LOS inverted) you can then set a variable to choose(0,1) this picks either 0 or 1, then you relate 0 to one attack and 1 to the other. You can pass these variables through a function for attacking if you know how.

  • Indeed that's why I was reluctant to say use rexrainbow MoveTo as it seems impossible to add on Construct 3.

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  • could you post the pic again? looks like your logic is broken and making them move to 0,0

  • I did this mechanic with a theme park game to build paths, you can just have while mouse button is down, when cursor is over a particular grid square then change it to the texture of the block, or spawn it there depending how your game works. It also depends on how you set up the grid detection and how the original drag and drop works to drop in a block, you basically just duplicate that action as the mouse cursor moves over the centre of other squares in the grid.

  • I tend to use the rex_moveto plugin for something like this, it should accomplish what you want to move 32 pixels to right on a key press. https://c2rexplugins.weebly.com/rex_moveto.html

    As mentioned above your code is fine except you need to define player.x+32 as a variable beforehand as the player.x changes while lerp is running.

  • Moving around solid objects in a top down game is pretty much what the Pathfinding behaviour is for, try that! I guess if you are working in a grid system then you could allocate empty spaces for dropped loot and make sure it's not occupied, pick the nearest unoccupied space to an enemy when they are killed.

  • Well if you have it setup how I described then they will never go for food unless water is fine, is that the kind of priority you are talking about?

  • If you add a check, if hunger is below 40 and thirst is greater than 40 to the same event then that will mean they only go to get food if thirst is fine.

  • When you create an object by name you are still just creating that object so what you are asking is can you pick that object by its name, or 'reference' it as you worded it in the question and the answer is yes, you can reference objects after they have been created.

    If your menu items are placed in the layout and destroyed on start up then there won't be any jerky loads as they have already been loaded into memory, unless the performance has dropped for other reasons such as large images, particle effects or too many objects being used.

  • Hey guys i'm working on this platformer game where the main char can do a wall jump then air dash left, right, up, or down .I cant figure out a way to implement it properly doing set x and y have the problem of getting stuck in the terrain and x and y vector don't seem to work right either any tips guys?

    Set x and y will probably teleport the player so that wont work. You can use vector x on platform to push it along or physics apply force to x will also work.

    Also if anyone has more knowledge on the x and y vectors id appreciate that because my wall jump seems a bit easy to abuse being able to just scale a single wall. Is there a way to make a timer and have it reset ever time the char lands on another wall other than the one he jumped from ?

    Yes, you can probably apply the timer to the wall. When the player collides with it, start the timer, and then in your wall jump conditions add that wall.timer must = 0 to allow wall jump.

  • You can pick any object after it is created, of course that is possible. If you are destroying the entire menu, why do you need to pick specific objects?

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lionz

Member since 5 Aug, 2013

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