lionz's Forum Posts

  • This looks like the same issue as Part 1, I don't know why this is separate.

  • I can't find the logic for where it changes the PatrolStatus to Patrol? It's Normal by default and I can't see why it would change from that. It changes to Chase fine if you go up close though.

    Also I don't understand the reason for the mega complex node system + pathfinding. Can't you just simulate patrolling by having the enemy move from one location to another and if it gets interrupted then change to another status. Or are the nodes important for some other reason?

  • Code will apply to all of that object type. All behaviours, variables, sprites etc will carry over as well.

  • Hold down CTRL and then click on the enemy and drag. It will create a copy.

  • Construct 2

  • Still don't know what you're asking but mess around with opacity settings if you're looking for some kind of transparency on layers

  • Sounds like you just need an idle animation? Also just set some up some variables for movement states like 'IsIdle' 'IsWalking' 'IsCharging'.

  • If you link to the .capx file then someone will be able to help with this.

  • What exactly do you mean by 'wrap' ?

  • Yep, I stop spamming by using global variables. In this case, I use a global variable 'Active', which is set to False by default.

    When Key is pressed, If 'Active' is False > Set 'Active' to True, Do Action, Wait 2 seconds, Set 'Active' to False. This will only allow key presses when 'Active' is set to false.

  • If Goblin dies set Goblin_Died to true > Run rand

    Function rand

    If rand = 1-10 > Function Loot_Common

    If rand = 11-15 > Function Loot_Rare

    If rand = 16-17 > Function Loot_VeryRare

    If rand = 18 > Function Loot_ UltraRare

    Function Loot_Common

    If Goblin_Died OR

    If Orc_Died > Spawn Gold

    If ???

    Function Loot_Rare

    If Goblin_Died > Spawn Gold

    If Orc_Died > Spawn Sword

    If ???

    Function Loot_VeryRare

    If Goblin_Died > Spawn Dagger

    If Orc_Died > Spawn Armor

    If ???

    lots of ways..

  • ReanimtedNerd

    ah PushOutSolid, I didn't even know that existed. Not looked into pathfinding much. Nice fix! :)

  • Simulate move direction will only move the spider a tiny amount, you have to loop it. You could do that by setting variables when each corner is hit.

    I would structure the logic in a different way though : MoveToward Spider_Down, WhenOverlapping Spider_Down > MoveToward Spider_Left etc etc

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  • I don't see a problem here, what do you need help with? Just keep the functions tidy and all is good!

  • This has been posted several times and I never saw a real solution. I solve it by stopping them when they collide and then continuing pathfinding when not colliding. I haven't seen a real solution from anybody yet though!