AlexandreBelmont's Recent Forum Activity

  • Many thanks for the replies!

    I am not quite sure if I understand what you want but use Wait X Seconds should make it work?

    Unfortunately not. Sorry, I think I didn't explained right.

    When the icon arrive at the end of the bar, the time should freeze to give the player the ability to choose an attack/move.

    Here is an example:

    https://youtu.be/Cl_jFpeJaz8?t=2m29s

    I'm not burning my fingers on this one..

    You might want to rethink the way you are trying to handle this issue.

    In my opinion it would be a lot easier to control if you used values instead of bullet-behaviour and overlap.

    But if I use values, wouldn't happen the same problem? How can I make the characters to act one after another, with values?

  • Hello everyone!

    I'm trying to make an Active Time Battle battle system (like Final Fantasy, Child of Light, Grandia) but I'm struggling to get it work.

    In this kind of RPG there is a bar with icons representing each combatent. When a icon arrive at the end, the character can attack or use a move.

    * First I made two groups: "Player Turn" (which gives the player control to use commands) and "Guard Turn" (AI for the enemy).

    * After that, I made two objects (Player ATB and Guard ATB) with bullet behavior who moves to the right at the speed of the instance variable "Perception". When they reach another object, the corresponding group is activated.

    Everything went nice and smooth until they reached the end point at the same time. When this happens, at the same time, the enemy attacks and the player can use his attacks. I want the player to attack before the enemy or, even better, the one with more "perception" acts first.

    How can I put the group activation in order?

  • Many thanks bladedpenguin!

    You really saved me. I tried everything I could think for weeks and nothing could solve my problem.

    I didn't knew I could make a family variable and change the value in the object.

    And the "attackfunction" variable works wonders!

    Here is how it is now:

  • Hello!

    I'm trying to make a turn-based RPG like Dragon Quest and Wizardry but I'm struggling when trying to code attacks in enemies.

    How I'm doing:

    * Every "enemy" object has a health variable and they are grouped in a family ("enemies").

    * I made a global variable named "selected" to track what enemy the player wants to attack.

    * When the player click the "attack button", the instance within the "Enemies" family is picked and....that is when I don't know what to do! I wish I could make something like "substract selectUID.health".

    I want to access the health variable of the UID selected but I don't know how.

    Need I to make an attack for every object separately or there is a way to code a "standard attack" that works with every enemy in the game?

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  • Thanks for the tip!

    I searched about picking and turn-based mechanics and realized I was understanding UID wrong. I thought each object had its own UID "series", like enemy0, enemy1, enemy2 and protagonist0, protagonist1, protagonist2...

    Now everything works properly!

  • I'm trying to discover how to do this too. If someone knows the answer, please, share with us!

  • Many thanks thiago! That will help a lot too!

  • Many thanks LittleStain!

    It worked like a charm!

  • Hi everyone,

    I want the enemies to spawn out of the screen and if they spawn to the right of the player they go to the left, and if they spawn on the left of the player, they go to the right. I don't wish they to change their direction.

    To do this I made these behaviors:

    <img src="http://i156.photobucket.com/albums/t10/AlexandreBO/Construct%202/Shooterspawing_zps1d8cdb6b.jpg" border="0" />

    As you guessed, it didn't turn very well and the enemies don't stop following the player.

    Do you know how to fix this?

    Thanks!

  • Zantium

    AlexandreBelmont

    I still think you're trying to do it the hard way, or at leaswt differently than I'd do it.

    For your angled jump animation, just use an angled hit box to fit it and use that instead of trying rotate the existing one.

    Wow! Can I do this? Didn't know I could change the hitbox! I will do some research about that.

    Or, instead of using a separate hit box, define one on the animated character itself but stick to the rectangle still for consistent hit detection. This way you could change the hitbox per frame to exactly where you wanted it.

    You mean when he jumps I use the animation as a hit box?

    Oh and on the origin point part for turning in the air, you can set the point differently for each animation frame. You can also add extra points.

    In my case it's the hitbox that turns and the animation follow the coordinates. Can I program Construct to make the hitbox turns with another point instead the origin point?

    Many thanks for the tips!

  • I made many tests these days but couldn't fix the problem of the protagonist stucking on the plataforms or the bullet spawning forward down, so I will just shrink the hitbox.

    Probably there is a way to make angled jump and dash but I spend too much time in this!

    Zantium:

    My problem was more the hitbox than the visual. I used some old animation I did, just to have some visual. The final game will have another art so I didn't make a jump, dash or even a stand animation.

    Thanks for your help in the condition!

    lmchucho

    That's sucks! But thanks for the tip!

  • Hi lmchucho,

    Thanks for the help! Here it is:

    4shared.com/file/0EVkhfdz/Run_n_Gun.html

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AlexandreBelmont

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