Wolod's Recent Forum Activity

  • You have my eternal gratitude newt!!!

  • Hmm, now it looks like a bug with the LOS behaviour. I've had similar problems in my game using LOS

    Maybe have a variable "HasLOS" for each object, then check if that variable is true. Then, outside of the for loop have the condition "En6box Has LOS to Player" and action "HasLOS = True" and then another condition below "Else" with action "HasLOS = False".

    Crash anyway

  • > I've got it! The problem is in spawn another object event! It seems that only one enemy could be a "bulletspawner" at the same time! Any suggestions how to fix it?

    >

    Create a "For each object" loop and select the shooters. Then put your shooting event inside of that loop. This will make each enemy shoot when they have LOS.

    It causes crash! Debugger tells me that it may be bug in Construct...

    By the way here is a screenshot with my event

    <img src="http://img863.imageshack.us/img863/9876/13818243.png">

  • I've got it! The problem is in spawn another object event! It seems that only one enemy could be a "bulletspawner" at the same time! Any suggestions how to fix it?

  • Its probably because line of sight doesn't work well with multiple instances.

    Since this is platform, and you probably only need a single axis to compare, try the overlapping at offset condition. Like ranger is overlapping at offset enemy 30x 0y.

    Then -30x 0y for the left side.

    If you do need both axes then you can use distance(x1,y1,x2,y2), but you may need something else to pick.

    I tried that but situation is the same

  • Can you post a screenshot of that situation? It sounds like they are blocking each others line of sight if they are all solid and your line of sight behaviour says to collide with solids.

    They are not solid<img src="http://img109.imageshack.us/img109/86/40666126.png">

    The left one is shooting second bullet on this screenshot while the right one isn't shooting at all.

  • Problem with pushing animation was a Construct bug under Windows 7 I think. I've just put inverted events and it worked! However now I'm using XP, so maybe that was the reason

  • In my game there are enemies who attack in melee and rangers. Melee opponents work just fine but I've encountered problem with rangers. I'm using Line of Sight behavior for targeting and attacking and Platformer for movement. If there are several rangers near the player instead of all only one of them attacks. What is the reason?

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  • It is working properly now. This problem was a usefull experience I must admit.

  • Well I made it myself. Only one proplem left - pushing animation. It doesn't reset properly...

  • Hi everyone! Search engine told me that words like "animation", "bug" or "problem" are too common and searching manually through more than 200 pages is too complicated for me So that's why I'm posting this topic.

    Currently I'm working on a adventure/platformer game and have encountered few problems with animations of main character such as:

    • when character is crouched and starts to slide, sometimes animation doesn't reset to "idle" or "walk" properly. The same situation is with shooting animations.
    • I don't know how to make "grab" animation work properly. I tried few methods but it either freezes at first frame or loops. I want it to work similar to "walk" animation.

    Here is a link for .cap file

    http://www.mediafire.com/?ujs1p3civ6yqz9a

    Please help me with debug. I will appreciate your help greatly guys! Modify my .cap if you want. It will help me to understand my mistakes and improve further.

    PS: Sorry if my English is bad I'm from Ukraine you know

  • OMG WTF

    You're right

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Wolod

Member since 3 May, 2011

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