lionz's Recent Forum Activity

  • He has created variables for experience and assigned them to an array as the object, but you could quite easily just use the player object or in fact any object. There's no need to use families for this as it doesn't reduce any code, it's fine as it is. If you used families then the code would be identical but instead of using the array you would be creating a family instance.

  • That seems fine for picking, you'll have to share your whole capx or something as it'll be impossible to work out, or describe exactly what has gone wrong with a screenshot of the full events.

  • We'll have to see the event sheet to work out where the picking went wrong.

  • Pick object, animation is playing 'Weapons'

  • It's a common problem I see on here as the animation checks get way out of hand, branching off into something like if player is on floor, and is not landing, and is not shooting, is not moving, then play this animation, then it becomes impossible to follow. Better to start with basics for these animations and keep it as simple as possible.

  • Yeah I can imagine where the problems are with the inefficient events. As you get better at Construct you can limit the number of things you are checking against. For this you would put conditions at the start of the player's general movement saying that they are not frozen, then if they are frozen you set idle animation. Unfortunately you are now left with a bug that you'll have to debug and find out the problem. The likely cause is the timer not resetting as expected.

  • Well maybe not disable the whole behaviour but you can restrict movement by setting max speed to 0.

  • Couldn't this just be a single event? When player attacks, disable platform behaviour, wait for 'timer', enable platform behaviour.

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  • You could use system compare two variables, if distance(player.x,player.y,enemy.x,enemy.y) less than equal to the 'range value' then enemy set position self.x or self.y +/- value depending on direction. The distance formula calculates the distance between the two objects. You could also do it another way which is to stick an invisible sprite on the enemy and have when player overlaps that sprite then teleport the enemy with set position, the both accomplish the same thing though.

  • Well to teleport it would be set position I guess. If distance between the two is such a value then set the enemy's position to self +/- some value. Pretty simple unless you are looking for something more elaborate.

  • Create a family instance variable and toggle this to a different value for the family instance when the instance is picked as immune. Then under the acquiring target events add a condition that the family instance must have family instance variable set to the non-immune value to be picked.

  • When you pin it to the sub, select 'position', not the default 'position and angle'.

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lionz

Member since 5 Aug, 2013

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