daley1820's Forum Posts

  • 10 posts
  • Kashin Ginn - THAT'S IT! Geez, thank you! I spent over an hour toggling things on or off and just made it worse every time. Thank you!!!

    igortyhon - I should have worded my question better so that you didn't have to dig through the whole code to find a bug. Thank you very much for looking at it!

    I appreciate your help very much! If I knew how to mark a topic closed I would, ha!

  • I also changed the target to a chocolate heart. Just in case!

    drive.google.com/file/d/1SURTxARlRHxkNnpxVpbmb5SyQCI7D6Lf/view

  • Hello,

    I have a rather involved game, but I have a problem with a sprite not spawning. Sprites "Coworker B2" and "PaperworkB" won't spawn like they should. They have the same code as the "CoworkerA" sprite (edited a bit for time popup differences), and "CoworkerA" works just fine, so why doesn't "CoworkerB2" and "PaperworkB"?

    Adding to the mystery, "CoworkerB2" and "PaperworkB" DID work when I deleted both sprites, imported them again, and put them back into the code. Now the sprites are not working again.

    They never visibly spawn, BUT they do remove health from the player as if they were on screen - I just cannot see them!

    Capx here

    drive.google.com/file/d/1SURTxARlRHxkNnpxVpbmb5SyQCI7D6Lf/view

    Any help would be appreciated. Thank you!

  • Thank you so much for your help! It appears to be an issue with the chunks overlapping as they are created - then trying to be created again on top of the old as the player backtracks. If I remember, I will post the final version of the game once it is complete. Again, I appreciate your assistance!

  • Thank you for your quick reply! I apologize, but the desktops are 8yrs old. The students are 13-18. I do have student who swears up and down that they had never used a mouse until this class, so all ability levels too.

    I believe that the chunks are populated as the player moves along and relative to the player's position. That's a fine idea about overlap. I will give that a shot. The top view is an interesting idea too, I will see if the student likes that.

    Anyone else is welcome to weigh in! I don't want to be that guy in a forum who says "NVM, I figured it out. Topic closed 4 years ago"

  • Hello! I appreciate your help! I am a teacher using Construct 3 in a game design class. Unfortunately, our student desktops are around 8 years old, so I have not been able to have much experience in creating 3D games. I have a student working on their own laptop on a Minecraft clone game, and they have created an amazing world!

    They only problem that we have found so far is that when the player is traversing the world forward there's no problem, and the game autopopulates the world just fine. However, when you turn around to try to go back to retrace your steps, the world creates these giant gaps (pic below) in the ground that the player can fall through. So far, it appears to just be when you are exploring where you have already been. Going forward is fine.

    I am stuck on trying to fix these holes. Any help would be appreciated. Thank you!

    https://drive.google.com/file/d/1z-0f6B9-P1n9_0BjAexARajeuyi3faZz/view?usp=sharing

  • Well thank you so much for your effort, time, and explanation. It is greatly appreciated!

  • Wow! This only took you a couple of hours? That is a FAR more elegant solution to what I was trying to accomplish, thank you very much! I am in awe!

    If it is possible to explain, I have a hard time comprehending your formulas for EnemyChance and move_dist. In other words, I do not believe that I could replicate them again in another game! How did you find those? Is all of that under "Find Expressions", or is that all something from actual computer coding? I must admit that my trigonometry knowledge is lacking.

    I would love to learn more about the Construct platform to be able to replicate these sorts of events; I need to find some study material!

  • Any help would be great, thank you!

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  • I have this neat idea for a horror game where you have a flashlight with limited battery charges. Each time you use a charge, you have a chance of an enemy appearing.

    I would like an enemy to appear once, then appear again, but this time closer and larger. Like those videos/gifs you see of someone seeing a ghost in a hallway, turning off a light, turning the light back on, and suddenly the ghost is much closer.

    I thought that I could do that with two different enemy sprites, one large and one small. I am running into trouble making the enemy move "towards" the camera (i.e. player). The Move To behavior seems to shift the enemy on its side, and I just cannot seem to get the timing down. Either the enemy shows up far away, or too close, or both show at the same time!

    Here is a link to the c3p file: drive.google.com/file/d/1Cm6q_Qjzvv5veZGGvPfxyMLOWBDuGL-y/view

    Any help would be great!

  • 10 posts