raz0rf1sh's Recent Forum Activity

  • I am creating a wandering monster feature in my game and would like to check for a random monster every X seconds, and based on a random value, if fails, then create a monster at a random location.

    The player follows the path of a ground tile ... so I want to create a monster at random ground tile location, which I am able to do. What I want to do is prevent the creation of monster if a monster sprite already exists there.

    What would be the best way to do this?

  • Gotcha! Didn't know about the collision polygon. That would work.

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  • Curious as to what is the better practice for storing variables like Experience and Level. My game has a single Hero, and right now I am storing Experience and Level on the Hero, but wondering if I should instead store it as a global variable? Just wondering what the recommendations would be and why?

  • I think I have it figured out ... calculations look good, just not sure if the events are firing sequentially ... would appreciate another set of eyes to review the project in the original post.

  • Fixed the issue with the destruction of all monsters, just need to sub event on the Pick Instance with UID, now just need to figure out how to add the monster retaliation attack.

  • I am still getting my arms around Construct 2, so far with the help of this forum I have been able to create a tile based map where a hero can walk through the map and encounter monsters. I am now onto the combat phase of things, and need a bit of help.

    On my map I have (1) Hero and (3) monsters. When I collide with a monster I capture the UID of the monster I collided with in a global variable CurrentCombatant. I also set a global variable IsCombat to 1.

    The hero has the option of [A]ttack or [F]lee. If they flee, I allow movement again by setting IsCombat to 0. If they attack, I'd like them to roll to hit (random, easy enough), compare to the defense of the current monster (I only want damage applied to the CurrentCombatant), and if I hit, apply damage. With a sub-event I check to see if the monster is dead. For some reason, ALL instances of the monsters are destroyed, when it should be the specific instance.

    Then I want the monster to attack using the same combat mechanism as the hero.

    Where I am struggling is with the sequence of events ... I can get the hero to attack no problem, doing it all within the A key press event. I just can't seem to get the monster to attack.

    Is there a simple example that someone can point me to, would be much appreciated.

    https://www.dropbox.com/s/xshwtg2wb1mi2os/ForeverQuestGridMovementWithBoard.capx

  • I figured it out ... for some reason I the Z-index weren't really working correctly. After adding the tile to the board, I still set the z-index.

  • Was really hoping to keep the sprites all the same size ... thought this would be easier. Thanks for looking into this.

  • I'm still struggling with this ... Could you take a look a this project and let me know what you think ...

    https://www.dropbox.com/s/71nrbu9mbra0r5p/SampleSpriteDetection.capx

    Press the down arrow should stop the sprite at the red wall.

    Thanks for the help!

  • Good question ... I am moving a sprite based on keyboard input using SetX or SetY, depending on the key pressed. What I would like to do is add a condition that will check just to make sure a specific sprite, say a Wall, is not in the spot they are moving into.

  • Is there a way to detect and instance of sprite at a given X and Y?

  • I am using grid movement leveraging the plugins: Board, LayoutToBoard and SquareTx.

    The problem I am having is that my chess piece (Hero) disappears as he moves farther right down the long hall way (see the attached capx file). If I remove ScrollTo, things work fine, other than the fact my map does not scroll.

    Any idea how to resolve this issue?

    https://www.dropbox.com/s/r73n40thbaq7mzm/ForeverQuestGridMovement.capx

    Thanks!

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raz0rf1sh

Member since 14 Dec, 2013

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