Borghi's Recent Forum Activity

  • thanks a lot! I'll check those.

  • Thanks! I'll do that then. I'll start the pc version with mouse controls and see what happens.

  • Hi!

    I want to start making a game which has mechanichs that would work controlled by mouse or with a touchscreen.

    So, which kind of project should I create?

    Is it ok to make it first HD for windows and then adapt it for cellphones?

    which is the best way?

  • Effectively. I tried and it worked. When the wait runs out it doesn't trigger the attack animation but sets a variable to 1.

    then if that variable is 1 and the character is in the right animation it triggers the attack.

    best way I could find.

  • Hi!

    for the moment I have just 1 enemy. I have him in several parts of the stage so i multiplied it holding ctrl and moving it.

    The thing is that if I select only one of them and change it's parameters the others won't change, only the one selected. If i select it on the project folder all of them are selected but the parameters in the behavior (in this case platform) will be erased and have to complete them all again which is a lot fo work. And it's also a problem deleting them all except for one where I'll change the parameters to copy it later. There have to be an easy way to do this but can't find it.

  • maybe it's better having a couple variables for this action only. just to avoid having a new sprite only for the death animation.

  • well, the wait works somehow but still brings a lot of problems

    when the conditions are set the wait is triggered, followed by the attack. But sometimes the conditions change within the time of the wait and the attack triggers when it shouldn't. Let's say: the wait is tirggered (2 seconds) and then the enemy is killed triggering the DIE animation. then, as the wait was already triggered in different conditions the attack will play even when the enemy is in his dying animation. how can I solve this?

  • Hi!

    I'm programming the Ai of a basic enemy in a sidescroller.

    the enemy basically stays in a stand postion (looping a "stand" animation) until at a certain moment it triggers a jump animation and it attacks by jumping forward. then it lands and goes again to the stand anim.

    everything works well but I can't find a way of having a perfect control of the moment the jump triggers.

    The ideal way would be to have something triggering when the stand animation begins (after the jump). something like a "time marker". So, it would be like saying: once the marker is set wait X seconds and trigger jump. that way I can add some random seconds or control it easier and not rely on the frames of the stand animation.

    I guess this is what TIMERS are for, but couldn't make it work. i found it on behaviors but don't have a clue how to use it.

  • Thanks!!

  • Thanks TheDom for the project, gonna check it right now.

    And also to nimos100. Your explanation was quite useful and detailed. Now I've found the for each and made it work.

  • Hi!

    I created an event where my character creates a bullet that travels in a random direction.

    I want to make it so it shoots 6 or 7 bullets simultaneously. I achieved this by simply puting the same action seven times one under the another.

    is there a way to make it easier? like: make this 7 times? or is copypasting the only way?

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  • It's a CONTRA style game, a sidescrolling shooter. I'm turning then with the mirror action.

    for now it's not a problem if they act the same. I'm dealing with a more basic problem for the moment.

    It's

    SYSTEM; compare values, if player.X > enemy.X - enemy - set mirrored

    Where would the "for each" go there and how?

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Borghi

Member since 24 Sep, 2013

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