lionz's Forum Posts

  • This doesn't really sound like a bug, more of a logic problem in the event sheet for the animations. Do you mean the built-in 8-direction or are you referring to a third-party plugin of some kind? You just need to find a way of splitting out the animations, probably have when key is down/key is not down, rather than when player is not moving.

  • To move to cross hair on screen such as an RTS it is better to use the pathfinding behaviour, the object in question probably having 8-direction behaviour as well. When you click, mouse.x,mouse.y becomes the destination for the object to move to. On click, object find path to mouse.x, mouse.y.

  • I don't think you would really need pathfinding for this, it would be more a case of give the enemy platform behaviour and have it run in one direction. When it hits the end of platforms, have a trigger that forces it to jump. When it hits a ladder, have a trigger that forces it to stop running in the current direction, climb the ladder, then at the top of the ladder have another trigger that sets it off running again.

  • When I was making my rogue-like logic where it would generate a level, I did this by simply detecting if there is an overlap, destroy it, try and spawn it again. Another way might be to use your image-points as an object, give it a variable 'isUsed', set this to true when it is picked, then in the initial spawn logic make sure you pick an image-point that is 'isUsed=false'.

  • All I can say is WTF is going on here 4=6? argh, what are you trying to do? I remember you posted something about how to add runways that had been found and I suggested pushing them to an array, but what exactly are you doing with them? My suggestion was to add runways that are selectable to an array so you can choose randomly between the selectable options, if it no longer becomes available for selection because it is full or something, you can delete it from the array. Can you explain exactly what you want to happen, maybe an array isn't the way but at the moment it is not clear at all about how your game works, the intention of the runway system and what occurs when they become unavailable.

  • On the pin event you select pin (position only) instead of the default pin (position and angle). With the every tick set position method there is some logic that is constantly altering its x or y by some pixels, that seems a bit untidy and may cause unexpected results such as being a few pixels away from the object collided with.

  • Ditch the set position every tick logic and use pin player anim to player, I see it already has the pin behaviour but you're not using it. Should be colliding without a gap now.

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  • Cool! Good luck with it

  • Right click on the layout > insert object > Function

  • Seems fairly simple. Create a button that opens a new layer, or makes one visible on top of the game. Display the selectable background icons and then have logic on the event sheet such as if backgroundA is clicked, set the background to a frame that corresponds to backgroundA, if backgroundB is clicked, set the backgroundB to the next frame etc.

  • If the particle is in one-shot mode, then changing rate doesn't do anything after initial creation of the object. Maybe it's this?

  • Yeah reducing the gravity and I think setting vector values to 0 can stick them in mid air as well.

  • Probably give them the bullet behaviour and set the angle of motion to 90 and speed according to the speed of the slam. Obviously enable/disable the behaviour itself during this move. I made a boss that slams down by using this, you have more control over the slam than just for example if you were letting the platform behaviour 'fall' and relying on the gravity.

  • That logic seems sound to me. Probably just logic confusion somewhere. Not sure what you mean about the arrays though!