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  • I answered an identical question to this here :

    The 'Persist' behaviour will work for allowing objects to remain in the same state they were before, including instance variables etc.

  • In its basic form, every 0.1 seconds > set layout scale to layoutscale-0.05 would zoom it out slowly. So it's layout scale basically to scale things up or down and make it appear as though you are zooming in/out.

  • I would just set up 4 lots of controls and if 1, use control set 1, if 2, use control set 2 etc, where 1, 2 are just player IDs. Whether the players are separate objects or 4 instances of the same object you can still assign a player ID or maybe even use UID. Families are not going to work here because you're trying to apply controls to different things within the same family instead of all but it's fine as you don't really need them. Families will be useful though for cutting down on the events for taking damage and the gameplay things you listed etc

  • Yeah plus you'll want it to be nearest playerunit that isn't already being overlapped right?

    It would normally be - for each enemy sprite > find path to nearest player unit - but since you want it to do checks for if the player has been targeted...

    In its basic form, when an enemy unit overlaps a player, or 'has reached destination' in the pathfinding you could toggle a player instance boolean 'isTargeted'.

    Then when you run -for each enemy sprite > find path to nearest player unit - add a condition under for each enemy sprite that player is not targeted (isTargeted set false).

    Of course this is getting out of simple mode now as you will have enemies moving to a player as its destination before it is set to isTargeted so you will need to be either running this check every so often to find a new destination or use the 'destination failed' event on pathfinding.

    If you want a specific number of enemies to reach that destination instead of just one, you could have the isTargeted as a number and add 1 every time an enemy gets there and when it hits 6 or whatever the total is then it doesnt become a destination anymore. You'll just have to build it a bit at a time to get what you eventually want.

  • Because the walk keys can be pressed when in mid air you need an inverted 'is jumping' condition on the walk events to block out the animation change. If you do want to move left and right when in mid air though you'll have to split out the walk animation and simulate press left/right actions.

  • You'll need to disable the platform behaviour too when they're not selected. Failing that, you'll have to post a capx as logic might be getting affected by something else.

    I made this quick capx here : https://dl.dropboxusercontent.com/u/495 ... ected.capx

  • Set an instance boolean on the sprite i.e. isSelected. Then on sprite clicked set the boolean to true. Then set up logic - platform behaviour is enabled if isSelected=true.

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  • Looks fine, the only logic to navigate to level 1 is the button press.

  • For nearest target add a pick nearest condition something like PlayerUnits > Sprite1 pick nearest > Set destination Sprite1. Without a condition it will just pick the lowest UID Sprite1 as it is doing at the moment, you need to specify which Sprite1 it should go to.

  • So what you're asking is where do you get artwork from? You make it yourself or hire an artist, or buy the bundle packs which were made by artists.

  • Is this a single player game where you can choose different characters? You should only have to set the controls once for the player. If it's not that type of game then please explain more about the game so I can give some advice on whether to use families.

    What I'd really like to know, if not already discussed. Is Construct 2 going to be retired once it hits a certain build with no more support or are Construct 2 and 3 going to be updated side by side?

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lionz

Member since 5 Aug, 2013

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