Lou Bagel's Recent Forum Activity

  • No worries!

    ~Sol

    Actually, it is still doing it but I think I figured out why.

    This is basically what I have

    On timer

    --animate

    -- Wait short time (0.3 seconds or so)

    -- Monster spawn bullet object

    -- Set bullet direction

    I actually thought this through while away from project and testing but I think this is why it is happening:

    If the monster is hit/damaged and destroyed between the timer going off and the spawning (so 0.3 seconds time window) there is no new bullet spawned. Only one monster is picked and it is destroyed so no monster is left picked to spawn a bullet. And since no bullet is spawned then setting the bullet direction will pick ALL of the bullets.

    So I was thinking of changing it to:

    -- Monster spawn bullet object

    -- Set instance variable (to the angle)

    On bullet created

    --Set direction to instance variable

    So even if monster is destroyed and all bullets are picked it will just set an instance variable that won't be used again.

    Will the On bullet created fire before the instance variable is set though? Should I put a miniscule wait in there? How small? 0.05 seconds?

    Or can anyone think of a better solution?

  • Why do you have the repeat 10 times? The for loop will run it for each so you are running it 10 times for each.

    This is how I was thinking.

    On start of layout

    -for each npc

    --start timer "idleAnimation" random seconds

    On timer "idleAnimation"

    -for each npc

    --Idle animation

    --restart timer

    The for each on the timer is due to if two timers go off at once they will be separated.

    Let me know if you have any more questions.

    ...and thanks for trying my project! And don't worry, no one has found any of the eggs yet

  • What doesn't work about using the mouse or touch event of clicking on object?

  • This is setting them all at the same time. Use a for each loop. Also could use the timer behavior.

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  • Have you tried using an every tick event to move the viewport incrementally?

    lerp() is also recommended.

  • You can't technically spawn something in a different layout because only one layout is really active at a time.

    One way you could do it is have global variables. This would only be efficient if you are tracking a few.

    spawn1 = 0

    If something happens in this layout spawn1 = 1

    On start of layout & spawn1 = 1 THEN spawn

    There is also Global setting in the instance property:

    [quote:100s9zr3]Global

    By default, all instances are destroyed when the layout ends (e.g. when going to the next layout). If Global is Yes, none of the instances of this object type will be destroyed when switching layouts.

    Maybe you could spawn in this layout, set to be inactive and hidden, then have it be global to carry over to next layout, then activate it. I haven't used this though so not sure if it works that way

    There is also the persist behavior. Don't believe this would help if spawning an object in a different layout but would help if wanting an object to stay the same when coming back to a layout.

    https://www.scirra.com/manual/161/persist

    Hope some of that is helpful

  • Hello,

    My first game was the Mario/Duck Hunt. But I think that was the only platform series that I have really enjoyed.

    To me I was obsessed with the original NES Zelda, and the Dragon Warrior/Dragon Quest series. I loved the epic fantasy theme, the open world, and the exploration elements. In those games there is a huge wide world that your character lives you have a heroic journey to undertake to save it. I could go on and on, but what about you??

    I also love the Zelda series and remember playing one of the Dragon Warriors for NES. Played RPGs as well such as the final fantasy series and some others (Lufia? don't remember the others as well).

    So I guess what I liked about them is the open-world type exploration. In both the Zelda games and most RPGs you can kind of go at your own pace—explore every nook and cranny looking for secrets and loot, or head straight to the next dungeon, boss, or quest. I usually chose the former first, explore everything, level up and/or find helpful items. But it also made it exciting when I chose to risk it and push on before I thought I was prepared enough.

    I also loved being able to see future secrets and getting exciting when getting the item required to get there. Zelda did this a ton - see a rock blocking a path early on. Later get a hammer/power bracelet and you can backtrack to unlock that secret.

    I have been thinking a lot lately about what makes a game fun. Now that I am getting a little better with pixel art and Construct I realized I haven't even touched on making the projects fun. So have actually been thinking about this lately.

  • Haha, thank you for the response. Your detailed analysis is helpful and parts made me chuckle.

    Especially this:

    While walking downwards, I keep feeling the larger guy is trying to kick me in the nuts. The height of his "kicking" feet feels good moving left and right.

    If you read more of this post I have already decided to go with the first one. I guess I should update the initial post to say that. I haven't been working on this lately so keep forgetting.

    Other than that, I really like the design of your characters. For some reason I thought I was going to soon be playing a game with the characters from the TV-series the Office

    Thank you and I do love The Office tv show and work in an office, not to mention love the movie Office Space as well, so I do want to make games with some office-humor.

    I have been working on a practice project similar to Zelda (can see and link in signature - playable) but have been itching to get back to this and around to making some more office themed pixel art. Want to get their environment next: desks, computers, copy machines, break room with table, chairs, microwave, coffee pot - the whole shebang-bang.

    First draft of office worker drinking coffee I did just a couple days ago:

    (think I need to make his ears move as well as shift the head outline and tilt the cup)

  • Oh, and I don't think I ever thanked Wrangler and SoldjahBoy for the nice comments! Sorry for the delay! Gave me more motivation to add to it.

    If you enjoyed it before you should definitely take a look again!

  • Play here:

    http://www.loubagel.com/archives/zeldapractice/061916/index.html

    Updates:

    • Map size expanded
    • Oasis added. Must traverse the desert maze to get to it
    • 2nd Enemy Type added
    • Random drops by enemies
    • Coins added (dropped by enemies)
    • Shuriken vending machine (too lazy to make full shop)
    • A few other surprises, including...
    • Last but not Least: Easter Eggs. Literally, 3 eggs hidden in desert. AJAX/PHP/mySQL table added to track who finds them. If that doesn't mean anything to you then simply put, when you find an egg you will know how many other have found it ("You are the 1st person to find this egg").

    Hope you enjoy and happy egg hunting!

    (will post more images in new post)

  • it works with me, play the animation from beginning maybe.

    I have this for me

    Condition 1- player is moving

    SubCondition 1 - shift key not down -> play walk animation

    SubCondition 2 - shift key down -> play sprint animation

    Condition 2-else -> play stand animation

    Try adding this?

    Condition 1- player is moving

    SubCondition 1 - shift key not down AND walk animation not playing -> play walk animation

    SubCondition 2 - shift key down AND Sprint animation not playing -> play sprint animation

    You are probably resetting it to the first frame of the animation every tick. If the animation is already playing then nothing needs to be done.

  • You are likely getting an error in your networking overview stating you are not allowed to use that resource.

    Please add the following line to the top of your PHP page and try again:

    header('Access-Control-Allow-Origin: *');

    Sorry for question on old post, but what does this do exactly?

    Or more simply

    Should it be used in all php scripts/pages in association with Construct?

    I am troubleshooting an issue with an AJAX POST from Construct. I added this and it didn't solve the issue so don't know whether it's safe to leave in or may cause more issues.

    Brief answer is fine as if I want the nitty gritty I assume I can read here https://developer.mozilla.org/en-US/docs/Web/HTTP/Access_control_CORS

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Lou Bagel

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