lionz's Forum Posts

  • Don't choose a random animation on start of layout. Set the animation frame in the same event as you set the sprite visible if you don't see it until that point. So your bottom event looks like if score >= to 2 set animation frame to choose(0,1,2,3,4) and then set visible.

  • Probably some issue with picking, probably picking itself since a car is trying to detect a car. When the car is detecting if it is in sight of the player the picking logic is much easier, to determine whether a car can see a car you may have to add in some variables or IDs to ensure that it is not picking itself and that it is not applying the logic to all cars when one is in LOS.

  • Trigger the initial message once only when you overlap, like this https://www.dropbox.com/s/nkr9pgnq9fvqh ... .capx?dl=0

  • That's why I said to look at the turret tutorial level provided, all the logic is there for turrets detecting the player and then aiming and shooting at it. To get an object to move towards another object position you can use the Pathfinding behaviour to set destination to an object, find path and move along path to it.

  • Well the answer is it's not going to be a problem with choose animation if they are definitely the same object. You must be setting the angle with some other logic.

  • Firstly detect that LOS is working and they are indeed seeing each other, you can set up so the object is destroyed to confirm this. If they are not seeing each other, be aware that the LOS has a cone of view which may not be pointing towards the other object and so they are not in the detection area. With the turret just looking at the enemy and not moving at all you may be triggering events once only instead of constantly checking so look into this. Take a look at the tutorial level for turrets to see how they are set up.

  • Set animation frame to choose(0,1,2,3,4) or you can have floor(random(5)) which does the same thing.

  • Normally this would be done with a sprite animation of some bricks falling. You could use the physics behaviour on individual brick sprites to make them fall and bounce but this seems redundant. For them to interact with the floor you need to make it solid or you can try a physics behaviour with immovable set to Yes.

  • I would just set up a camera object with ScrollTo behaviour and when the player reaches the y position you're referring to, you could pin the camera object to the player. The outcome would be a static camera until the player hits the relevant point in the level and from that point the camera moves with the player.

  • This shouldn't really be broken unless you've not been consistent with the picking i.e. If you said something like demon overlapping human object but then subtracting health from a family then it could break. Otherwise each demon should just take damage from each human's health when it is overlapping.

  • [quote:1efoo8jz]what i want is to have 1 object pick another object from another family and do damage to that instead of all the objects.

    Not 100% sure on this, can you be more specific or give an example? Based on what you already have with two different overlapping families taking damage and working as you expect, I don't quite get it.

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  • In project properties there is an Orientation field that you can set to portrait to lock it to portrait, landscape locks to landscape etc.

  • Not to try and put you off or anything but I should warn you that this is the least of your problems if you are planning to make an RPG as a new user, they are very complex. To teleport to a different map you are basically going to a new layout in C2. Each map would be on a different layout and you use 'go to layout X', you would create or spawn the player in the new layout, or the player could be a global object and you set the position of the player.

  • Yes like HTML. Yes it will apply it to the entire textbox, not sure how to do single character but maybe it's possible and someone else knows. I don't think it's a common thing to manipulate single characters with CSS.

  • Make use of global variables, when you touch an apple you add 1 to global variable. If global variable=5, then player wins.