lionz's Forum Posts

  • Ya that is not the animation but more that the object is stuck and pushing on the player, you need to set a limit distance of x between enemy and player for the enemy to a. stop following and b. start attacking

  • Those events run every tick so too fast to see anything, move to every X seconds for deducting health variables. Animation you can also add to every X seconds so it plays on every attack.

  • What you're looking for then is every tick > simulate control up on 8direction behaviour, with a scroll to behaviour on the player. Then it will move up automatically through an existing level with the camera on the player. When down is pressed you just limit the max speed and reset it when down is released.

  • Can't see your events

  • Detect if enemy is overlapping player and attack/play anim every x seconds?

  • Yeah remove the trigger once, then move the animation logic elsewhere as it will loop the anims.

  • Functions like this are good in some scenarios if you pass the family UID through the function so it can always be recognised but I agree that functions are of no use with this turn logic, better to just use global variables.

  • What a beautiful poem.

  • The trigger once is the problem, remove that. To stop the animation from looping you can move it to a separate event : 'is open' check and add a trigger once, or set the animation to not loop or repeat.

  • It's debug to detect whether 'is falling' 'is jumping' or 'is moving' are true.

  • You give the box an instance variable, and say box on collision with enemy subtract 1 from box.variable. As for the colour, the logic could change depending if it is 34 different colours or just alternating between 2 colours for example. You could add 34 frames to the box animation and set the box frame to box.variable so they match, i.e. when box is 34, it shows frame 34 of the animation.

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  • You can say for each zombie, human pick nearest to zombie.x,zombie.y, find path to human. There will be a condition for human object 'pick nearest'.

  • Make variable1 a 'family instance variable' and then replace sprite check with family.variable=0

  • It's just a layer or z-order thing, if I'm imagining it correctly. If you want the player to go behind environments objects then you move the player to a layer that is below the environment objects or have them on the same layer and set the player to the bottom of the layer (z-order) so it is below the objects. Then when you want the player to appear in front of the objects you move the player to a layer above or to the top of the z-order on the layer. You can test this with an event like, keyboard press a key, move player to bottom of layer and press another key move player to top of layer.

  • Well when I think of 2.5d i think of isometric games like RTS, Rollercoaster Tycoon etc where it's faking 3D at an angled perspective. So you could for example make something like Theme Hospital where it shows depth, do you mean a game like this?

    If you mean front-facing a platformer that contains 3D objects then you can use the z-elevation or your own effects as mentioned in that post above. I'm no artist but I'd say you could probably fake it with scaling of objects to give that effect.

    To answer your question, yeah the player character would move, there is something called parallax where some layers scroll more slowly and can give that 3D effect. You could probably fake walking into a background by scaling the player and having a layer of objects in front of the player. I'm not an artist so I've not tried any of this but it might be possible to do what you want.