drpool's Forum Posts

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  • Sorry to come up with this again. But I'm facing a problem that seems to be a bug to me. I updated the solution given before to stop animation (blinking effect in sample) if the player leaves the field of sight. It works well with the given 100 pxl but when changing the range say to 200 things become ugly. Now often the animation is not triggered but the enemy moves towards the player (which in fact should never happen). I added a global variable "Range" to easily updatate the value. How can the distance between the player and the enemy have such a strong effect?

    Thanks for any help.

    Ps: What is the best approach for something like an else case. So far I just copy the previous condition and invert the statement but this seems very inefficent to me (code duplication).

  • Thanks alot Kiyoshi, it works pretty well, even though there are still some issues but the big question about how you can reference items from other items is answered (using the UIDs). That will help me alot.

    (Btw. the link refers to something else, but using the address I could download the project.)

  • Hello Guys,

    I have problems controlling composite entities. What I need is an object consisting of multiple sprites. The reason for that is that each sprite should start its animation in parallel. Example: Enemy consists of leg sprite and torso sprite. When the player gets near it should start walking in the direction of the player turning on movement animations of leg and torso sprites.

    Here is an example project that doesn't do what it should. For each torso (redSprite) I create a leg (greenSprite) and pin the torso to the leg.

    dl.dropbox.com/u/40417570/Tests/MultiSpriteProblem.capx

    Movement animation is symboled with the flashing behaviour.

    Problems:

    • multiple legs are spawned for each single torso (!?)
    • torso doesn't move with legs
    • torso doesn't start its animation

    The main problem arises with the need of multiple enemies of the same type. I got everyting working with only a player and one enemy.

    The examples I've seen that use multiple enemies only do basic stuff (moving a single sprite, no animation).

    I would appreciate any help!

    Michael