roninblack1978's Forum Posts

  • 6 posts
  • I'm trying to learn construct and make it as simple as I can for myself. If I want an enemy to melee attack my player, I could make a variable to compare the distance to my player to trigger the attack.

    But, could I dumb it down and give my player an actual trigger box that's pinned to him almost like a collision box? The box would be bigger than he is. Would this effect the performance and slow it down?

    I was thinking of making the distance variable just for ranged enemies but the trigger box for melee enemies to make it easier for me to understand. Any thoughts?

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  • Thanks so much for the reply, I actually fixed it by just increasing the deceleration to really high. So after releasing the d-pad the player stops so quickly it can't do the weird dash- idle thing. Thanks again!

  • So I think this problem has something to do with dead-zones on the d-pad, but I don't know how to adjust that. My character can dash as well as attack with the same x button. However, sometimes the player will dash (while in the idle animation) if the attack (x) button is pressed immediately after releasing the d-pad. Even if I haven't been dashing (just running) he can dash (while idling) if x is pressed quickly enough.

    I'm not sure exactly that it's the dead-zone of the d-pad, but it seems like the player dashes because the d-pad hasn't fully returned to it's released position yet and that's allowing the dash? Could it be another problem? Any ideas?

    (Note: I do have a timer and boolean on the dash mechanic)

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  • Hey guys, I have seen that many times people will pin their sprite to an invisible object and have the sprite move with said object. What's the advantage of this as opposed to just putting collisions and such on the sprite itself?

  • I have a highlighted cursor where when the player moves on top of it's position, I have it destroy the cursor. So far so good, however, I'm having trouble making it reappear for the player's next move. Should I put a slight timer on it?

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  • Hey guys I'm hoping someone could help me with this. I have an idea where the player can parry projectiles. Right now the projectiles fly off in the random direction physics says it should. However, I want the projectile to go right back to the source when parried. How would I do this? Here's a screencap of my eventsheet so far.

  • 6 posts