lionz's Forum Posts

  • Common way is I think to have a spite animation of him attacking with a sword and then when the animation hits a certain point and the player is colliding with an opponent, trigger the damage etc.

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  • I've managed to have it turn away when something comes into range, you can use rotate angle, set angle -180deg from the incoming object etc for this but I'm yet unable to have it continue going after the intended target. If it's not facing the target it doesn't tend to shoot at it. I'm kinda curious as to EXACTLY what you mean though because it might be easily resolved by for example just flipping the sprite image of the turret, so it looks like it's facing away but is still targeting the player.

  • Hi, yes you can easily draw in the collision around any object. Double click the sprite to open the editor, and then hit the bottom left icon (Set collision polygon). Here you can add points/vertices to create collision shapes. This collision map will then apply to every instance of that object i.e. every house

    More info is here: https://www.scirra.com/manual/48/image- ... ons-editor

  • > Getting through Undertale on Steam, which I would recommend to anyone. Funny RPG!

    >

    Game is so rad! Just got it yesterday!

    Yep it's a good one, nice music too

  • Haha, cool and kinda addictive rufson

  • To make a single event active or inactive you just set a condition under it so it becomes 'Do this event > unless this happened'. Select an event and press C you can add a condition.

    The animation issue is happening because the action i.e. 'When right is pressed' will always conflict with 'When right and when down is pressed' so you need to add in some conditions for the single press actions. i.e. When right is pressed and up is not pressed and down is not pressed, like this :

  • Ah I've just spotted it actually lol. When you attack with Ekans, his CD is greater than 1, but at event 67 you've said that if CD > 1 > disable all the attack logic. This actually disables the destroy bullet logic too. So it only starts calculating the distance once the CD drops.

    This is also the same reason for event 62 not working. Gotta be careful when disabling your grouped logic!

  • Event 65 has an issue with calculating the distance travelled somewhere, requires some investigation. You could trigger that in a different way, maybe On EkansMove created, wait a certain number of seconds and destroy? It's definitely not based on waiting for the animation to finish, I sped it up and checked that. For some reason it likes to stay around.

  • Event 62 is broken because you destroy ekansmove for some reason. Once disabled, this works fine, although bear in mind the collision is minor between the two so collision boxes must be tiny or something.

    Event 65 seems to be working as expected.

  • Event 26 is broken because it's being overriden by the HUD code. : every tick set ekans current HP to ekans.maxhp - ekans.damage.

  • You can do this from File > Preferences(button) > Colors.

    Here you can pick a dark gray theme or select 'Edit colors' to change to the background or text colours you prefer.

  • Your file is locked from access.

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  • It works fine unless you place S_Tower 1 on the other slot, and not the intended one the arrow is pointing to.

    If you place down two S_Tower 1 on S_Can Do it calls End Training twice, then Wave1 twice...

  • SecondDimension

    very nice! It's relaxing.