RafaelMatos's Recent Forum Activity

  • For most things I say it is much easier and faster to work with the event system. In my opinion, I would only recommend using javascript if you can't do what you want with the event system or the routines are really extensive and would just be better write it down instead of handle thousands of events, which is also arguable because it depends on your organization.

  • Thanks! ;) I never tried arrays before, so I'll look into it.

    I'd recomend you to get used to arrays. It's essential for any game. ^^

  • I did a basic inventory system for you. I hope it helps.

    You have to play in debug mode to see it working.

    https://drive.google.com/open?id=1vogM4mixI_Zc0UvjO4Bn8r-CXfja7Daa

  • You have to create a variable counting the seconds, or a timer.

    If pressing key "X"
     --If CountSec <= 2.
     ---->Add CountSec to dt
     ---->"Do any Action you need to do"
    
     If not pressing any key
     -->Set CountSec to 0.
    
  • You have to check if they are overlapping.

    If player overlapping Platform

    -if animation frame = 1

    -If DmgCD is false

    --->do the dmg

    If Platform.DmgCD is false

    -> Wait 1s*

    -> Set DmgCD to True

    The DmgCD is a boolean instanced variable that you can determine how often the player can get hurt by that platform instance. So each platform have a different cooldown, meaning you still can suffer dmg from another platform.

    *you can use a Wait or you can set a Timer. If you use Timer you don't need to use the variable DmgCD. You just need to check if the Timer isrunning or not.

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  • Ashley Yes, I noticed that. So, our best options to support multiple screen sizes using pixel art is scale outer/scale inner then?

  • Ashley Using Scale Outer still provides a crisp pixel art look. Right? At least, in my project looks good enough. After all, that and scale inner is our only options to avoid black bars.

  • Ashley Because most people make mario-like games or others that doesn't need a deeply use of Pathfinding. With a more advanced AI, still pretty basic though, we would need this feature.

    For flying enemies I think using some workarounds and bullet behavior should do the job, but it seams a bad way to go.

  • Ashley Well, I was about to face this problem then because this is a really common feature in any rpg game, or in any game at all. Got goosebumps right now =[. So when we have an enemy that must have different obstacle map what would we do? Edit: The only thing I can think of is to re-add obstacles and wait for the next tick to find the path for this object. The problem is that it has a good probability to create glitches as others could use the wrong obstacle map.

  • The numbers can be interpreted as int, float or string. It dependes of what you want. I assume you want to get the coordinates from the key and use it to set the position of the object, so you have to break it down using tokenat expression, but if you want to use the coordinates to set a position then you have to convert it to int or float.

    example: var = 5-6-Tree

    Set X to float(tokenat(var, 0, "-"))

    Set Y to float(tokenat(var, 1, "-"))

    Set objName to tokenat(var, 2, "-")

    objName being an instance variable of the object

    **

    var = 5-6-Tree (string type variable)

    var = Tree (string type variable)

    var = 5 (int or float type variable)

    var = 5.5 (float type variable)

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  • Ashley Good to know. Thanks.

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RafaelMatos

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