lukezero's Forum Posts

  • You can try Follow behavior:

    https://www.dropbox.com/scl/fi/7cg90t64mgbzicjcr6ost/FollowSnake.c3p?rlkey=w55m1m9ormzhzhp8pf0hahh5u&st=wg6gg94k&dl=0

    Unfortunately, this routine didn't work for me in Construct 2. I had to make some adaptations, as C2 doesn't have the Follow behavior. :(

  • You can try Follow behavior:

    https://www.dropbox.com/scl/fi/7cg90t64mgbzicjcr6ost/FollowSnake.c3p?rlkey=w55m1m9ormzhzhp8pf0hahh5u&st=wg6gg94k&dl=0

    Thanks!

    I'll test it! :D

  • Hi guys!

    I've been trying to implement a modular shooter-style floating boss in my 2D platform game since yesterday, but I haven't been successful yet. I've tried using Physics' Revolute and Distance Joint, but it's been very buggy. I've tried implementing an algorithm (I confess, with the help of AIs) to keep the boss's sprites cohesive, also without success.

    My goal, as you can see in the image below, is to have the head either follow the player, but keep a good distance from him (~35 pixels), or circle around the top of the screen, while the player destroys its parts until only the head remains, which is the final target.

    Can anyone help me with this routine or have a similar example to share?

    Thanks in advance for your help. :)

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  • Things you can search for is “trail”, “scarf”, or “cloth”. To get some ideas I realize the forum search isn’t the best, but you can also utilize google to search for posts too.

    At a glance of looking at footage of that game the scarf just looks like it’s a trail left behind from the neck. With maybe some waviness from a sine wave based on how far along the scarf. Or something.

    I don’t have a lot more to add at this time.

    Thanks one more time! My english isn't good enough yet! ^^

  • Help! R0J0hound ^^

  • I already tried with particles, but it looks more like a stylized smoke. :/

  • Hi guys!

    I'm trying to implement a dynamic character blanket in the engine instead of using animation, with it following the player character movements. I've done some tests using Physics (revolute joint) and a routine for replicating identical objects, but both sound very artificial. I'm searching for something like Shinobi (2002), but not so big, sounding more like a whole blanket.

    Does anyone have a better solution or example that would create a mesh with distortion that follows the player's movement in a platform game?

    I thank everyone in advance for their attention and collaboration. ^^

  • I solved just adjusting every Imagepoint of each frame of the enemy's animation. :)

  • Make sure that both animations are identical in size, collision polygon and image points.

    If that doesn't help, I suggest making the enemy invisible and using a separate sprite (without physics) with the animations. You can attach it to the enemy with hierarchy.

    Yes, they are. But even so, this strange behavior is happening. :(

  • Hi guys!

    I have the following problem in Construct 2: I have an enemy stuck in a rope made up of five objects (rope) and an Anchorpoint at the top (immobile, which holds the first rope). When the enemy is facing the player on the left side, it is correctly connected to the last rope by the Imagepoint, but when it is facing the right side, it is displaced several pixels.

    - All 6 objects have Physics behavior.

    - All of them have Imagepoints configured (strings with two IPs) and the others have just one.

    - I've already tested it with mirroring and it gave the same problem.

    Below is the image for a better understanding of the issue:

    And below is a print of the routine:

    How can I solve this problem?

    Tagged:

  • Hi guys!

    I've been trying since yesterday to implement a MegaMan shot charging effect (image below) in the engine through sprites and particles, but still without success. This would actually be quite easy if the Particle object had an inverse flow.

    Below is my failed attempt at doing this:

    I thank you in advance for your attention and collaboration. ^^

  • Alright I made an example capx, feel free to change the distance/speed values to fit your needs, but that should solve your problem (works with multiple enemies instances) :

    https://drive.google.com/file/d/1F5L75Z0UjxcNAGX2NukdTzTFaiYE7p7O/view?usp=sharing

    Thank you very much, dude!

    Your project is wonderful! It served me very well! :D

  • Alright I made an example capx, feel free to change the distance/speed values to fit your needs, but that should solve your problem (works with multiple enemies instances) :

    https://drive.google.com/file/d/1F5L75Z0UjxcNAGX2NukdTzTFaiYE7p7O/view?usp=sharing

    Thanks, man! I'll test and study it right now! :D

  • No i mean, was it meant to activate a random enemy if many enemies are on screen?

    Also, what's the Line of Sight distance you used?

    For now, this enemy only appears alone in a stage/layout. The Line of Sight range is 500.

  • And what about the "Pick at random" condition? What's the effect you're trying to achieve with it?

    Also what's the Line of Sight reach?

    I already tried it and don't worked. :(