sgn15's Recent Forum Activity

  • No. The OnGround animation plays when the bomb has landed on the floor (which is correct). But the timer is starting as soon as the bomb is spawned.

    these are all the codes of PirateWithBomb

    <img src="http://neuropod.net/imagehost/uploads/f39ff3afdfe57b6a58e35264f82c5442.png" border="0" />

    Just to recap how it is supposed to work:

    Bomb is spawned at frame 2 (binded at frames 2 and 3). Bomb should NOT explode while in frames 2 and 3 of PirateWithBomb. Bomb is thrown upwards and then falls down on floor. Bomb should play animation OnGround as soon as it lands on floor. Bomb should start a 1-second timer to destroy itself and spawn explosion.

    The bomb should destroy itself and spawn explosion upon contact with playerBox anytime AFTER frames 2 and 3.

    Also, some other issues:

    • the bomb thrown already "seems" to go back to being bind to PirateWithBomb after it was thrown. I want the bombs (individually) to not be controlled/bind after frame 3 (or AFTER it was THROWN) of PirateWithBomb

    LittleStain

    What's a good replacement for platform behavior based on the intended use?

    Nope. The bomb is just thrown. It doesn't walk or jump. I have tried simulating jump to make the bomb go up, but it did not work, so I used vector X instead.

    I thought of using platform because I thought I needed the condition "On landed" or "Is on floor", but either of those don't work.

  • <img src="http://neuropod.net/imagehost/uploads/c2c5e7c0d791ca292c1619b51f2518e0.png" border="0" />

    Bomb is thrown by PirateWithBomb upwards then falls down on ground.

    What I want to do:

    I want the bomb to change animation to "OnGround" and start a one second timer before destroying itself and spawning explosion object.

    Problem:

    The explosion object is already spawn just as bomb is falling down (which I already counted as 1 second AFTER the bomb was spawned by PirateWithBomb).

    How can I make it work like I wanted it to?

  • what could I possibly use? Aside from using solid behavior, I have thought of manually coding events like using condition "object on collision with" but so far, my problem is what action to use

    LittleStain

    btw, I don't see you online in skype anymore. I have another question to ask.

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  • <img src="http://neuropod.net/imagehost/uploads/e467b2f56ddfe58a11ce7a03a326fe09.png" border="0" />

    Those 4 pirates are my basic enemies in my game. how do I make them NOT OVERLAP one another as well as the player (char at the leftmost part of screen)?

    Edit:

    by "overlap", I mean that that each of the characters have a "body", so of course, a body cannot occupy the same space already occupied by another person.

    I first thought of adding solid behavior, but that would result in my chars being treated as a floor (you can step over the object with solid behavior)

  • I used this value (below) as the value of an instance variable (being set "Every tick")

    distance(Players.X, PirateSwordStand.X, Players.Y, PirateSwordStand.Y)

    I only want the horizontal distance (x axis) between "players" and "PirateSwordStand".

    If the horizontal distance between the 2 objects is less than 20, PirateSwordStand will stop walking (simulated, not by pressing buttons) and go to "Stance" animation.

    In what units are the distances being measured? I used 20 as the value but I don't have a clue about how long 20 units of distance is.

    <img src="http://neuropod.net/imagehost/uploads/a918f21ba7847ddd1fb86769ceac28f2.png" border="0" />

    The PirateSwordStand DOES NOT go to Stance animation and/or Attack animation.

    Also, how do I stop the walking of the platform ?

    Edit:

    PirateSwordStand is an enemy, so the movements/controls of the GoonBox are simulated.

    The codes shown in the pic results in the PirateSwordStand instances walking back and forth.

    What I want is for them to stop walking, change animation to Stance, then change to Attack animation, if and only if when the player is near them (per instance)

  • The "Is moving->walk" and "Is NOT moving->stance" are from the platformer tutorial. I just renamed Idle to Stance

    My walk codes are from that tutorial as well

    <img src="http://neuropod.net/imagehost/uploads/3bb5dc0e9b15cb1557ac3e35e588f2bb.png" border="0" />

    I just added a walk speed

  • this is for a platform beat em up game. both are for player's basics.

    Jump landing is of course for falling from jump.

    bounce is an animation for when players lands on the floor after being hit while on-air.

    The animation the player uses when damaged on air and while falling is HurtFall. The player is supposed to use the animation Bounce when the player lands on the ground.

    The jumpfall is working and the bounce isn't.

    which do you mean by "main event"?

    The animation is not playing conditions were added because the bounce were not playing. I do have the same opinion as you that those are not needed, but I lost ideas on how to fix this.

  • no help?

  • <img src="http://neuropod.net/imagehost/uploads/d29719697198329a4f7d0f257be021da.png" border="0" />

  • <img src="http://neuropod.net/imagehost/uploads/1accf8cac95e19d1280e2d0aa7ee01db.png" border="0" />

    I made it to work!

    but....

    I want to make the player go backwards a bit (vector x) and go upwards a bit (vector y). Already did it.

    Then, the player will go to "bounce" animation, then "LieDownGetUp" animation, then go to "Stance" animation.

    The circled part, sometimes WORKS, sometimes it DOESN'T.

  • just a question, in your picture, why do you play "JumpDamage" animation when the player is "platform on jump"?

    jumping automatically damages your player?

  • No. You misunderstood me. I said I can use "On Jumping" and "On falling" as sub-events as you can see from the pic

    "On landed" is not available as sub-event.

    I tried only using "On moving" and run the layout, the fall animation works for Players family. But I was walking, not jumping in the game when the fall animation work.

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sgn15

Member since 20 Sep, 2013

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