DeathsAprentice's Forum Posts

  • Thank you! I keep forgetting about the trigger once action and I really need to utilize it more. I added that to both the timer and to the inverted line of sight event and it works as intended now!

  • So I have a flying enemy that moves with the line-of-sight and move-to function, and that works fine but i wanted to have the enemy reset its position after not seeing the player for a set amount of time.

    I figured using the timer behavior would do the job but the timer only runs when the enemy has line of sight despite my events stating the timer should run without line of sight (or at least thats what I think I put-I've been wrong before)

    this is all the code here, I try to isolate things into mini-projects to make it easier to see what I've done wrong or if anything random is effecting the code but it just runs the timer while line of sight is activated.

    I attempted tying the timer to a Boolean but that didn't work in a different way- the timer never runs it just exists.

    https://drive.google.com/file/d/1JVNV0bTQjDkjHrBHrvcEyQI455VxFlG2/view?usp=sharing

  • so i know you can make a custom splash loader, but is it possible to make the background border a custom image? or would that need to be an image on every layout?

    something like this

    instead of just the color

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  • oh wow, okay so im not actually doing anything wrong huh. i feel better knowing its not something with my code at least, i'll send in a report and hopefully i can figure this out in the meantime

  • Instead of "play from beginning" try "play from current frame".

    If that doesn't help, then there's probably some other event in your code that briefly changes the animation to a different one, which causes the "Climb" animation to restart.

    I tried that and I'm still having the same problem.

    All of the rest of my code relating to the animations is tied to the platform movement, only the climb animation is connected to the 8 direction movement so nothing else should be interacting with the animation.

    https://drive.google.com/file/d/1K64higSH-fBUTnP-zWg-VwMutKlZxRiy/view?usp=sharing

    heres the full code- theres alot but relevant event sheets are platform and common.

  • I'm working on a climbing behavior in a platform game and while the behavior works the animation isn't.

    (examp)

    (mine)

    I followed the ladder climbing tutorial from the example page, but the example sprites animation only has 2 frames while mine has 5 frames. When I move with the set speed action it gets stuck on the last 2 frames and doesn't play the rest of the animation. Is there a better way to do this?

  • Have you looked at the example browser in C3? You can search Dictionary in that. Not sure if those help.

    I'm not sure what approach you're wanting for the shop. What you want to look like.

    Because you could also use Arrays for this kind of thing.

    It may be helpful to use the array/dictionary editor, then load that file into your object with Ajax plugin. If you're not doing that already. So that you can have a list of all your items data.

    Like, what kind of ID do you want? You could use numbers or words.

    And what values do you want attached to the items?

    If you're just wanting an ID as a number, and then the value of the id being the name. Then you could just use an array.

    e.g. 0 = sword, 1 = shield, 2 = helmet

    Then if you're looking to have text to set the name of an item. Then you could have an action that "set text" to: array.at(1), which would show the name "shield"

    yeah, i ended up using an array to do what i wanted with the ID- Item name system.

    i just wanted to try and look for a tutorial that actually explained and gave examples on how the dictionary was supposed to function, and i did look through the official tutorials on the C3 manual but nothing really gave me what i wanted, i wanted to use a pre-loaded dictionary and have it reference the key and set text based on the value at the key but i couldn't get it to function in a way that didn't reference each key individually. when i tried to use 'for each key' it only used the last key every time.

  • Oh! thats really cool i'll have to mess around with that, thank you!

  • is there a decent tutorial that just goes over all of the functions and actions you can use a dictionary for?

    ive been trying to use the dictionary object in order to keep a list of items for shops in my game but i'm stumped on how to use the dictionary tool for this.

    i figured out how to set it up and load it into the game, but i'm trying to have each item in the shops connect to an ID so that i can just reference the ID as the key and set the value as the name of the item but im not sure how to do that

  • THANK YOU SO MUCH.

    i wont lie i don't think i would have figured this out on my own

    its functions perfectly and the code is neat enough i can expand it the way i need to for my full project!

  • Right, so i understand that conceptually but how would i go about putting that into code?

    i had thought that the line i had before with checking each moveslot would work but because at least one slot doesn't have the name it set all of the move names "used" variable to false.

  • i had forgotten to throw that into the file, but thats not the issue im having. the issue im having is after a move has already been set as used and you swap the move so that it is no longer in any moveslot it stays set as used.

    ive tried setting it like this

    but then it permanently sets all moves as not used because at least one slot is not equal to the movenum

  • So i'm building a turn based battle RPG game and i'm stuck on equiping different attack moves.

    i have it to where you can set your moves, but i want you to only be able to use a move once in any slot, so i added an instance variable for 'used'.

    i've got it to where when one of your move-slots has the move it sets it to used but i'm stumped on how to make to where it sets 'used' to false when you don't have that move in any one move slot

    here's the event sheet but ill also link the file as well as its easier to understand after interacting.

    (in order to make things easier for me to figure it out i made a mini mock-up project to try and reduce variables for bugs)

    https://drive.google.com/file/d/1SpGipCABYCWsCZWgN7p_Ta9PgAHshLGQ/view?usp=sharing

  • OKAY THANK YOU.

    It took an extra event to just auto make the layer invisible every time the battle layout loads but it functions and thats all i need.

    I didn't realize i could do things with layer names instead of numbers though, so thank you time 2 because that streamlined a lot for me.

  • Sorry, i messed up the permissions, it should be available now.

    I've been running it in debug mode and I can see the sprite is being made invisible but I cant figure out what's doing that. The only events that affect the enemy sprite currently should only cause it to change animations or flash, not change visibility.