staleevolution's Forum Posts

  • This might work:

    Add an Event: Is Player on Collision with another object (Enemy) (Just using Player and Enemy as Example Objects you can create)

    Add a Sub Event: Health (Animation Sprite you created) - Compare Frame < (less than) 4 frames (or whatever number of frames you have.

    Add Action: Health sprite: Set Frame - ok type in the white field for Frame number: Health.AnimationFrame +1

    (I said Health as that is the name I gave the health bar sprite. If you have it a different name, you have to use that. It should auto appear as you type same with AnimationFrame.)

    One Event. Try it. Good luck.

  • By chance did you import a massive tile sheet or sprites?

  • What I’ve done similar to what you mentioned is create a health bar sprite of 3 frames. Frame 0 Has 3 Full Red Hearts. Frame 1 has 2 full red hearts. Frame 2 has 1 and frame 3 has blank or no hearts.

    Then set Frame Speed to 0 so the animation doesn’t cycle through.

    In the Event Sheet, I created a Global Variable calling it Health.

    An Event was created that when I got attacked or set to is Flashing I subtracted 1 from the Health Global variable.

    The next event I set the Compare Value.

    If (Global variable) Health = 3 - Add action: Set the Health sprite Frame to 0

    Then created repeating events:

    If Health = 2 set Health sprite Frame to 1

    Health = 1 set sprite frame to 2

    Health = 0 set sprite frame to 3

    If Health = 0 add action: Restart Layout or whatever you intend to do.

  • Not familiar with the game. You want the objects to be solid and yet collide with them? You could always disable collision when player is overlapping them from a certain direction. What do you want to do with the objects?

  • Not quite sure exactly what you want, but this may work. You could create an invisible sprite that is blanketed over your planet. If player is overlapping that object set the gravity (in the platform behavior) to a desired number. Create these blanket sprites for each planet and set gravity when overlapping them.

  • Add an event where Player is not on screen (select is on screen) and then right click on event and select Invert. A Red X will appear making the statement NOT. Add action: System - Restart Layout. Might have to also add another action Restart or Set Timer to original number.

  • calminthenightThank you! Changed the 0.2 to 0.05 and they attack at a much slower rate.

    Tomorrow, I'm going to try and pull off the timing of the attack to destroy them.

    Thanks again!

  • calminthenight

    One added question: Is there a way to slow down the henchmen during the Attack 2 Function when they go towards the Player's position?

    I would like for the person playing have enough time to react by pressing the attack button to time their attack before the henchmen actually hit the player. This is how I intend to destroy each henchmen. The speed of them "retreating" can remain fast, just when they do the initial dive attack needs to be slow enough to give the player a chance to time hit.

    Thanks again.

  • InDWrekt and calminthenight

    Thank you for the suggestions and taking the time to creating a capx and posting it. I will use the "Function" button within my events.

  • I've been searching for a solution, but have come to no avail.

    I have an Enemy (Boss_Enemy) that spawns 4 other clone enemies (4 henchmen) in 4 dedicated locations on the screen. This part is working fine.

    I have the Henchmen set to do one attack and then a 2nd attack. However; I have one of them completing the task while the others remain in the state of limbo.

    I'm looking for a capx for each enemy to take turns doing the first attack (throwing a projectile at the Player's position) and then take turns doing their second attack (leap down at the player as their designated spots are located above Player).

    I also have to figure out how to get the projectile to find the angle of the Player.

    Any capx that people know of or how to solve this problem?

    Thanks

  • Might be able to give object the Rotate Behavior and then when adding an action enable it.

    Otherwise create an animation of object spinning and set animation when it is lassoed.

  • You can give the object a pin behavior. When the Lasso is on collision with the object, pin it to the Lasso.

    When you press the button then unpin it.

    You might have to add an image point at the end of the Lasso so when you assign the pinned object you will assign it to that image point.

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  • If it isn’t working, can you click in the event sheet, hold down Ctrl and roll your mouse up or down to zoom out to see everything?

  • My game switches from Vertical Levels to Horizontal Levels.

    If I change the ViewPort size in the Properties Settings for one level it changes for the rest.

    I would like the Vertical levels' ViewPort to be 240 width x 400 height. For the Horizontal Levels I would like to make it 960 + for width and 240 for height.

    This way the dotted lines will line up with Layout size and when I run the game I won't see the all the extra space.

    Thanks

  • Not sure I understand, but are you actually getting your objects to spawn? If so, you could try giving them the bullet behavior and then set angle of motion to random(90,270) This being up and down in degrees. Type in the word random with numbers in parentheses as shown in sentence before.