lionz's Forum Posts

  • Hiya, pathfinding can be tricky. Finding a path every tick can be a bit of a disaster, also I don't understand the comparison for whether the enemy does not have line of sight? From your events it looks like you want the enemy to constantly move. If you are trying to follow the player constantly then bullet with set angle toward will be better.

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  • Hiya, I can see what the problem is, because events run top to bottom in construct, it is setting it to 1 then back to 0 in the same tick i.e. you won't see anything change. You could solve it by putting a wait or timer before setting the variable. Another way would be to actually make a toggleable variable so have wood.checked as a boolean, on J pressed toggle the boolean, then have events if true or false do such a thing instead of 0/1. That would mean a single press of J toggles the boolean and avoids the setting back and forth problems.

  • Hiya, is this after touching the text object to go to layout 2? Layout 2 will be hooked up to a different event sheet, i.e. event sheet 2 instead of 1. Check for this first.

  • It should work so there's a problem with your events I guess. You could use 'simulate control', give your enemy the 8-direction behaviour and based on certain conditions have it simulate presses up down left right etc, that would move the enemy. You can also do the same with the tile movement behaviour, that might be useful for your game. Also there is a 4th option to use pathfinding and have the enemy find a path to the player.

  • Great, glad it's fixed :)

  • Well you set cost to a value for next time and it'll be up to you to decide how it scales and what that formula is. I used self+1 so it increases by 1 each time you upgrade, the actual value will be for you to decide.

  • Well I fixed the dragging so you can calculate distance : dropbox.com/scl/fi/1rksost2ts9xr714kzxha/drag-test.c3p

    To differentiate between tapped or dragged you can say if distancedragged = 0 for tap or distancedragged > 0 for dragging. Because you have the drag and drop behaviour a tap is actually a drag and will trigger 'is dragging' condition.

    Regarding the drag arrow file, I'm confused, can you not build on that file to get what you want? Seems to be close to what you're describing.

  • Bug is with the set width action, you used castbar.timer when treasure has the timer.

  • Good job, looks fun ^^

  • What problem are you having? What have you tried so far?

  • Check out the free RPG with Construct to get an idea : construct.net/en/blogs/construct-official-blog-1/demonoire-new-bundled-rpg-949

  • It's half price for the first year if you've come from C2 license before Feb 2018 so you could pay that and try it.

  • Now i want make a diminishing return on the cost increase, anyone knows how to do that?

    Please explain?

  • You can invert conditions, spawn object is an action you can't invert that. Yes you invert in the same way, right-click and invert. If you want to stop the firing, you invert the thing that is causing it to fire on the left of the event sheet, such as a variable being true.

  • Great, no problem :)