Burvey's Recent Forum Activity

  • It's because your player dummy box isn't actually colliding with the box. It's sitting on top of it. If you swap out player dummy box for player (the animation), it will work the way you have it set up.

    You could also set it up a couple different ways. One way is that you could probably play around with the collision polygons on your sprites to make it work. Another way, and what I would probably do, is to make an invisible detector sprite that follows the player box just under it and destroy the box if that detector sprite is overlapping the box and the down arrow is pressed.

  • spacedoubt I love those types of games. They are one of my favorites. Please keep us informed of the progress!

  • Zaksoid that looks really cool.

  • Hopefully you are making these using layers for the different objects. I say that because with most point and click games you'll want to be able to interact with the objects. For example, open the cabinets, turn the lights on and off, run the water etc...

  • Ok. I still don't fully understand but I see what both of you are saying so I'll start updating the code again. Thank you.

  • blackhornet here's what I'm trying to do and I can't figure it out.

    I made a function called SubtractHealth. Param 0 picks the enemy, param 1 is the amount of health to subtract and param 2 chooses a new animation frame for the enemy sprite.

    My events in the function look like this:

    Set enemyUID to Function.Param(0)

    Subtract Function.Param(1) from Health

    Set animation frame to Function.Param(2)

    I'm calling the function like this:

    "SubtractHealth" (enemy.UID, 5, 3) which works well.

    But, my issue is that in some cases I don't want to change the animation frame. So I'm trying to call the same function like this:

    "SubtractHealth" (enemy.UID, 5) which is giving me all sorts of problems. I'm not sure how to call it properly.

    EDIT: Just as an aside, I'm using "SubtractHealth" (enemy.UID, 5, enemy.AnimationFrame) as a workaround for this specific example, but I have several other different functions with a similar situation so I'm trying to figure out the correct way to do it, not the workaround way.

  • For example, if I call "function" (1,2,3,4,5) but I only want to use parameter 1, 2 and 5

  • I thought it might be fun to share some development progression pics for Endoro's Quest. If you like this idea let me know and I'll see about putting together some more progression pics of other aspects of the game.

    Today I will share some progression shots for the Endoro's Quest title screen.

    Inspiration for it was taken from the title screen from Zelda 2 The Adventure of Link:

    Rough draft sketch of my idea for the title screen:

    First draft. I like it but it didn't quite match the style of the game.

    Title screen I'm currently using:

  • blackhornet Thank you, after several tries I was able to get it to work correctly in my code. I don't think I would have been able to get that sorted without your help.

  • blackhornet I'm not sure how to do that correctly.

  • I want to do something like this, but it's not working as expected:

    Function On "Damage"

    sprite -> Subtract 1 from health

    System -> Create object Explosion on layer "game" at (100,100)

    etc...

    For each sprite -> Call function Damage

    When I try to do it with a function like above it doesn't pick the correct sprites.

    I can put the actions in without using a function and it works correctly.

    For example, this works:

    For each sprite ->

    sprite -> Subtract 1 from health

    System -> Create object Explosion on layer "game" at (100,100)

    etc...

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  • Looks cool. Maybe you could add a way for players to change the default control keys.

Burvey's avatar

Burvey

Member since 5 Oct, 2013

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