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  • You have to give one of your objects the timer behaviour. But you can also use a variable instead.

    After you gave it the timer event:

    On the K hit condition choose your timer object and set the timer.

    Then make a new condition "on timer".

  • Okay. You don't have to watch the video. It was just a graphic example.

  • But the MAGIC does not explain anything a beginner might want to know.

  • You need two animations. The normal swing and the combo swing.

    Then, if the player hits K and the sword animation is finished you set a boolean, called somthing like "combo", to true and call a timer event. This timer event represents the time the player has to hit K again to perform a combo attack. If the timer reaches 0 reset the "combo" boolean to 0 (he failed).

    If the user hits K and the "combo" boolean is true, then change the animation and do the combo attack.

  • I wrote you an .capx example.

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  • If you use an object as a spawnpoint:

    system - every 3 seconds:

    • system condition: "Pick random instance" (spawpoint)
    • objects command: "set position to another object" (spawpoint)
  • Ok you can read a good tutorial here. Copy this after scirra dot com: /tutorials/307/arrays-for-beginners

  • I would use an array for this. WIth an array you don't have to create trillions of variables.

    You can make the theoretical work and balancing in excel. This is common. Than you type these values in the array. I don't know if there is any way to import these values automatically. I don't think it is possible.

    Are you common with the use of arrays?

  • Joannak Sorry I now understand what you tried to tell me.

    gfigueroa The way I'm handling it right now is working for me, but the Bayes decision tree looks interesting and powerful. I only have to understand it as it looks really complicated. The formulas especially. oO

    If you take a quick look at my .capx, do you think the Bayes decision tree whould give me advantages over the way I'm doing it?

  • Hi, copy and paste this: /forum/viewtopic.php?t=96018&p=740758#p740758

    In this thread go to Irinas first post. He has a good solution for this.

  • Yeah it was a bit hard to explain, what I wanted the code to do.

    Yes there will always happen one of the events, except they all have 0% chance. Than the AI will choose another action to do (this part I still have to implement).

    I currently try to use a function so I don't have to copy this code for each of the actions.

  • I'm not sure if this is the cause of it. What is the window size in project properties?

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Alyra Games

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