NepNep's Recent Forum Activity

  • I haven't worked on my game much, but now that I'm back in it, here's the code, the enemy inside of the "fence" that it's supposed to contain it. This one actually works for a couple seconds before getting stuck in the fence somehow, which isn't even solid. Some of the other enemies don't even get stuck like this, they just ignore the fence entirely

  • Hello everyone, there has been an ongoing problem with the "AI" (If you can call it that) That I use for making enemies move. I've been using the patrolling method (The one in this tutorial: construct.net/en/tutorials/platform-game-123/page-7). It's worked okay-ish in the past for me, but one of the problems I've always had with it was that the enemies that are supposed to interact with it sometimes just ignore the edge markers entirely. Even more annoying is that it's intermittent. Has anyone else had this problem? Is there something better/more robust that can be used to replace this? Thanks in advance.

  • here are two basic examples. The speech appears when you step on a certain area, and I want the text to change each time you click on the arrow. It works fine with two pieces of dialogue, but adding more causes it to skip to the latest or final piece of dialogue.

  • Hello, I'm planning on putting a dialogue box that changes the text of a spritefont when you press a key or click on an arrow. However, when I do it, it just ends up skipping right to the end of the dialogue, since it's split into multiple parts. Is there any way to do this easily? I want to keep the text split, like the characters are having a conversation instead of just a giant wall of text.

  • Hello, I've been developing a boss for my game and I thought it would be neat to make it like Boom-Boom from Super Mario 3D World where it would run around and chase you, and then get tired and stop. I was able to make it chase the player, but getting it to stop is the challenge, anything I try and do to this code to make the boss stop by either disabling the platform behavior or setting the max speed to 0 does nothing but make the boss run in place and not chase the player at all. Any ideas on what to do?

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  • I also tried using the new movement events to make it less clunky, however, now the jump animation doesn't want to play. It just goes to the idle animation when jumping

  • eh, nope. That didn't do it. I also added another similar event that was like my original event that said "on animation hurt finished+ player is moving, set to walk animation". That didn't work, either. The hurt animation still stops and doesn't change to anything unless you jump

  • yeah, switching from idle and walking is fine, they were fine beforehand, it was switching to the hurt animation and it freezing on itself or when switching to the walk or idle animation that's been a headache for me to solve

  • I think I did it right, it doesn't have "on animation hurt finished" attached to either of them

  • regarding my "hurt" code, it's really just slapping on "set animation to hurt" whenever you collide with an enemy

    and I noticed something odd in the debug. when hurt finishes playing, the "is playing" is set to false, yet the current animation is still the hurt animation

  • not really. It freezes at the end of the hurt animation still, even when I took out the "on animation hurt finished" condition. It changes to the hurt animation just fine, but changing to the proper animation afterwards doesn't even happen unless I jump, which gets you stuck at the idle animation

  • here's what it looks like now, yet it's still freezing. The only remnants of my original code is to do with how falling, landing, and jumping trigger animations

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NepNep

Member since 26 Sep, 2019

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