dop2000's Forum Posts

  • I've read your post several times, but I still have no idea what you're asking.

    If you want to disable the Drag & Drop behavior for specific object instances, you can just untick the checkbox in the behavior properties, or use the "Set Enabled" action to enable/disable it at runtime.

  • It may be easier to combine similar enemies into a single sprite. Say, all blue enemies into blueEnemy sprite, all red into redEnemy sprite. This way you can create a blueEnemy instance and then pick a random animation for it.

    Alternatively, you can create a random enemy using "Create by name" action. For example:

    Create object by name: choose("blueSkeleton", "blueZombie", "blueGoblin")

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  • There's nothing wrong with using physics for such effects. You just need to find the right physics values - for example, I think the gravity in your video could be higher.

  • System: Set globalVar to Sprite.instVar

  • I have 3 instance variables in the sprite "Enemy Hit Area" to store the UIDs of:

    With hierarchies you don't need to store their UIDs! Use "pick parent" and "pick children" conditions to pick other objects in the hierarchy. For example:

    Hero on collision with EnemyHitArea
    EnemyHitArea pick parent Enemy
    Enemy pick child Bomb
     : Bomb remove from parent
     : Bomb play animation "Explosion"
    
  • What minification mode do you use? Try simple minification.

  • you can try adjusting the object's scale and Y position at the same time to create the illusion of moving forward or backward in 3D space.

    But this won't actually flip the card, right? I.e. the back face of the card object will not appear at the top?

  • Apply the initial force/velocity at random(360) angle.

  • You are right.. This should work:

  • Bullet or any other behavior for horizontal movement, and Tween (ping-pong, loop) for vertical.

  • Try this:

    Characters on collision with Characters
    
    ...Characters NOT hasWeapon : Characters destroy
    
    ...Characters hasWeapon : Characters set hasWeapon to false, Unpin weapon etc.
    
  • You've already picked one Unit_Knight_L instance, so For Each is not necessary there.

  • Your question is actually about picking. Pathfinding just moves to the target you pick.

    You can try this:

    System: Pick Enemy by lowest value: ((Enemy.X - Unit.X)^2 + ((Enemy.Y - Unit.Y) * weight)^2)
    

    Set weight=2, or to a higher value to ignore Y more, making X-difference more important.

  • If you want a mega-ultra-hyper-super simple and easy solution, use the Physics Behavior and this single event:

    I was skeptical, but it really works! I guess Physics collision calculations are more precise than those in Bullet behavior.

    But still, after 10 minutes or so this happened: