winstreak's Forum Posts

  • Your condition and event are both working with the same named item so the system goes to the last one called. Meaning

    Condition: I click this Accessory - (Roger I am tracking this accessory)

    Event: Create A new Accessory - (Roger I am tracking this accessory now)

    To fix this add a local variable - set that variable to accessory.animationframe before you create a new accessory. Then create the accessory and set the frame to your variable.

    It will look like this:

  • Moveto and Pin behaviors. When the player picks it up you can pin it to them - you can do this with image points if you want to have it move with your character animation. Then when they try to place the item down.

    Unpin

    Check if the item is within a few pixels of the correct X,Y position.

    If yes set position to the exact X,Y location

    If no MoveTo starting X,Y position

  • You can try running in debug mode and step through to see if you notice anything weird.

    You could be calling it over and over again, restarting the animation? Hard to guess without knowing whats done.

  • A few thoughts

    You can pin the 2 extras before moving and unpin them after the original arrives.

    Or

    You can find the the difference of your extra 2 sprites (X,Y) before moving. When you send orig to position you then send copy1 to (X+xDifference,Y+yDifference) and copy 2 to (X+xDifference2,Y+yDifference2).

    Or

    You need to find the angle and distance you sent your original sprite and then send the other 2 sprites to that angle an distance.

  • Give each player/enemy an instance variable for each type of status effect. Run them as Type Number - since you plan to have levels of each type - instead of as booleans. If defenseBreak = 1 defense=defense*0.6 // If defenseBreak = 2 defense=defense *0.45.

    Depending how your game works you would want a minimal of 3 checks

    - Before attacks to check if effects stop you from attacking or effects effect who you should target. (Ex. if you're asleep you don't get a turn, if 1 of 2 enemies is asleep you hit the awake one -assuming auto fighting).

    - When getting hit - for any effects that change damage - defense break

    - Damage check/Effect drop - End of each Turn type of thing - or if real time then every x seconds to tick off things such as poison or buffs timer ending

  • Created an sight sprite that comes from the player sprite and connects to the mouse. If this overlaps a solid from your TileMap it will shrink until it no longer is overlapping the solid. Instead of teleporting to your Mouse you teleport to the edge of the sight sprite, stopping you from going through walls at any MoveTo Speed.

    This was more for fun than anything - I still went back to set position rather than MoveTo for teleporting at the end of my project - cause it makes sense. But I do like the little tracker I made.

    If you are interested you can from the c3p file and/or video on itch.io:

    win-streak.itch.io/teleport-code

  • Not sure if this is what you mean, but you can turn off the collision checks on individual tilemap images. So in 1 tile map you can have different collisions depending on the image selected.

  • That's correct. Your origin point is going to the the x,y coordinate that your object is placed off of. There are a few things in construct that start with it in the top left such as text and buttons, which is confusing when you are trying to match them with sprites.

  • I use a sprite that I pin to my character. If this is overlapping any of the objects I am not allowed to go through I stop short of said object.

    This video will walk you through:

    youtu.be/An0Lj6JBprg

  • It looks like when you call your function you aren't doing anything with the UID you sent over and then you re-check to see if the CD Timer is up.

    Since you already check the CD timer before calling the function you probably want to change the CD timer check in your function to a Couve by UID and put in your couveUID value you bring in

  • That's what I generally assume with formulas I find online, but wanted to give you credit if it was yours. Either way Kudos for you!

  • R0J0hound

    Hey R0J0hound - did you come up with the (-1+4(self.t-0.5)^2) equation? I thought I've seen it before but when I went searching again today I could only find it in snippets from you.

  • I never liked working with the built in buttons so I build my own. This allows you to treat button like any other sprite, but still having the look and animation of buttons.

    If you want to take a look I have a video that breaks it down:

    youtu.be/44vuVFkWXB4

  • Hey EzekielRage,

    Sorry for the delay I failed my first attempt to do this :-P

    You can create an algorithm that moves your boss side to side and up and down using lerp.

    I made a video that explains it (pretty well? I hope):

    youtu.be/HslLOaD87jA

    Or you can use my code and plug and play:

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  • Ya large concepts take a lot longer to put together than unedited mechanics videos ;)