KryptoPixel's Recent Forum Activity

  • Try adding Else to the "X is fire"

  • Fix

    Had to set it to -40 db.

    It says -10 is half as loud so you would think -20 would be silent

    If -10 is half of its original volume, -20 is half of -10, -30 is half of -20

  • Im not sure if I understood what you need but see my image

  • Yeah, its not a problem but I need more information to visualize the whole mechanics.

    Can you describe better what is your character, how it should move, what are you expecting of each movement/key, so I can think of an approach for the answer?

    Example:

    "Its a side character that moves left/right using arrows keys.. if the arrow is held for 2 seconds it does this or that.. If nothing is pressed it should play an idle animations.."

    As much information as you could provide

  • Send me a msg on discord, I will try to help you

    KryptoPixel#1694

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  • is this right?

    It only moves by 2 pixels and all animations don't work.

    You have to invert both sub conditions, right click on it: invert, see on my pitcure it has an X in front of it, it means: invert

    If you hold the -> key, it will move forward 2 pixels

    Sub conditions: if there is not a timer "W" already running: Do start it with 2 seconds

    if the animation "An1" is not playing, Play "AnTo_1"

    On timer "W" it is going to play "An1"

  • Try this

  • Keyboard -> is down is being checked every tick, so lets say that your game is running at 60 fps, this condition is being checked 60 times per second and its true every time, so every second it is going to set your actions about 60 times.

    Its not playing An1 because you are reseting the timer W every tick that is being checked, and when you release the key it will not reset and play after 2 seconds..

    You need to change this logic, tell us what is your C sprite and what are you trying to achieve

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  • Just use the condition compare variable as sub condition of On Created..

  • Thanks for the help guys, is way better now, not perfect but way better.

  • This is normally a pretty difficult task with the official PF behavior. However EasyStar works really fast and doesn't require map recalculations, so it's quite easy to modify the obstacle map for each enemy on every step. Check out this demo:

    https://www.dropbox.com/s/kkghcotqlz051nt/TileMovement_PF.c3p?dl=0

    Ohh I see...

    I was moving tiles of the tileset to use as obstacles but it has the options to add and remove obstacles... and force recalculation.. Thanks I will try it, good example!

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KryptoPixel

Member since 22 May, 2021

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