AlexSV's Recent Forum Activity

  • Allrighty then! I appreciate it, depending on the complexity of a room either sprites or cubes will probably build out my areas. Much appreciated!

  • Now you're getting it!

    The animations at the bottom should only happen if "Attacking" is false. That way, when you press your attack button and "Attacking" becomes true, the correct animation will play.

  • And it IS changing to the attack animation. But then right after, because you have other animations at the bottom immediately change it back.

  • On your player, add a new instance variable. Make it a boolean named "Attacking".

    Then, when you want it on, you can use the "set boolean" action.

  • Code executes from top to bottom. Look later in your code, you change the animation again if you aren't moving. This means that you are indeed doing the animation, but then you immediately change it to something else.

    Try adding a boolean variable to your player called "Attacking". When you start the attack, turn "Attacking" on, and when your attack finishes, turn "Attacking" off.

    Then, at the bottom, make your idle animation happen if the player is not moving AND if the player is not attacking.

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  • This is a pretty complicated idea to try to tackle, but I figure I can take a small shot at it. The short answer is that you're going to have to figure it out on your own, but I can provide a few examples to get you started.

    Ok, so when you're creating AI, you need your AI to be able to sense things. For example, I once created an enemy that would duck if it sensed oncoming player bullets. I did this with the "is overlapping at offset" condition. I also changed my condition from an "AND" condition to an "OR" condition and made it check both the left and right side of the enemy. Then, when my player shot at the enemy on either side, the enemy would "sense" the oncoming bullet and duck. The trick in that instance was that if the player got very close, the enemy couldn't duck fast enough.

    When you do attacks, you can make your code set boolean variables on the player. So while the player is doing a high punch, you might have a variable on your player called "highAttack". When the attack is finished, turn "highAttack" off. This would let you send information to your AI that a high attack is happening and they then could have a chance to block it. This is also how I make my character stop moving when I do attacks in some of my games, and it works that way in Street Fighter as well. If you have any of your attacking variables on, you can set your code to not allow the player to move.

    Lastly, since you're making a street fighter game, you are probably using the Platform behavior. Behaviors let you do certain conditions, and for platform, you can check if the player is on the floor or not. This is useful for things like jumping attacks.

    Does this help you at all? I hope so!

  • This person is using a different movement behavior, but the same idea applies. Basically, you need to set tags on your sprites and then use an event to tell it to ignore the tags.

    https://www.oneminutevideotutorials.com/2021/10/20/how-to-use-solid-collision-filtering-with-tile-movement-in-construct-3/

  • Can I see a screenshot of your events?

  • Sounds like you need to write some new controls for the player!

    The first question might be "do I still want my player to be able to jump using the up arrow?". If you don't mind it, then you're all good! The above advice works just fine. Add a mouse object first!

    If you don't want the player to be able to jump with the arrow keys at all, you would select your player object and check under the properties for the "default controls" section. Turn off the default controls. Then, you will program in your new controls for jump, left, and right.

  • My method is probably kind of clunky, but I would create the shotgun with its pivot point offset behind the stock by a few pixels. Then I would use the Pin behavior to pin the shotgun to the player object.

    Then you just make the shotgun set its angle to the position of the mouse pointer x and y every tick.

    I've never created an example or published to the arcade before, so let me know if this is the correct way!

    https://www.construct.net/en/free-online-games/pivoting-weapon-example-54683/play

  • Howdy, everyone. I'm working on my first project that is heavily using 3D. The concept mirrors Jurassic Park for the SNES, which features isometric 2D movement outside of buildings and 3D classic Doom-style movement inside.

    I've looked at several examples which seem to rely on heavily repeating 3D cube shapes, which looks a bit samey. I could increase the number of cube shapes to get variety, but I always get this feeling that if I am just repeating something over and over in a program, then I am not using all of the tools available to me.

    So I did some digging and I saw a few people bending sprites with meshes in order to get interesting 3D shapes. I would still need to create individual sprites for every chunk of wall inside a building. It seems like a less efficient version of a 3D shape, honestly.

    And finally, I figured, "well, what if I could bend a tilemap? That would solve the need to create new sprites all the time. I could create the assets and then draw all of my interiors with ease!" but it seems combing a mesh with a tilemap is technically impossible.

    So... are there any methods I might be missing? Is the repeating cube truly my best option?

  • I tried out my standard method of applying solids and jump thrus, which was to decorate my level with tilemaps and then use a separate layer for all solids and jump thrus... and it works fine.

    What's this weird interaction? Has anyone had this problem but me?

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AlexSV

Member since 25 Apr, 2019

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