staleevolution's Recent Forum Activity

  • How do you set up events to trigger the player's throw animation while running and then return to the default running when the button is not pressed?

    I've tried to use a variable "Move" and add 1 if the key is down to run. Then as a sub event if "Move" = or greater to 1 and key is PRESSED to trigger throw animation. When Throw animation is finished or key is RELEASED, set MOVE to 0 and continue to play run animation if key for direction is down.

    I've tried a few other variations with conditions or a separate event, but nothing is working. I can get the player to trigger the throw animation and continues to move, but it is stuck in the throw frame/animation.

    Thanks

  • Thanks. I will give it a try.

  • I bought an asset, but it calls for the FUNCTION. I can add a function in the Event Sheet, but in the asset I purchased it has the Function as an Object.

    I can add parameters, but it doesn't seem to work out right.

    How do I translate the following (Function as used as an Object) to Function used in Construct 3

    Here is the first section I need to edit.

    Here is the 2nd section I need to edit. Any image examples you can give would be greatly appreciated as I'm a very visual learner.

    Thanks

  • I've tried multiple ones found in the forum and youtube, but I was curious if anyone else found an 8 directional enemy ai consisting of player comes in view, enemy chases, stops right in front/behind of player, and attacks or player attacks before enemy can. Have you also run into problems of enemy overlapping one another and not waiting their turn to attack?

    ActionCancel on youtube has a great platform example, but I haven't been able to extend on it with 8 directional.

  • Hard to say without seeing the template. When you have a new layout did you include a specific event sheet in the the layout properties? Does that event sheet include other event sheets where the enemies or your health is located in?

    By chance, do you have at least one copy of the enemy outside or inside the layout for it to register?

    The only other thing would be is that in your order of events everything is indented exactly the same as the template has it. Or, if you copied it directly from the template, one of your objects is not properly named or specified in one of the events.

    You might have to contact the creator of the template.

  • Is it possible to move the objects a bit closer so you can’t catch an angle to be stuck in?

    Otherwise, I maybe misunderstanding what you are after.

  • Looks like a good time passer game. Nice job.

  • I would make a clone of the wall and take away the solid behavior so you can walk through it.

  • AFAIK, it was made on C2 and for exports mp2.dk/chowdren

    Interesting. Didn’t ever see this. Too bad it doesn’t get a little more promoted to entice other developers (not using Unity or similar engines) to go the route of Construct.

    Glad you posted a reply. Might have to use this service down the road.

  • Nice job!

    I didn’t know CyberShadow was done in Construct. What engines did they use for the ports to the Switch or PS?

    This has a nice interface to scroll through the selection. Keep it up!

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  • I’m sure there is a better way, but you could add image points.

    Then create events to spawn at image point 0. Repeat, but spawn at image point 1 and so on.

    Trigger once while true should be added as a condition.

  • It just repeats the pattern both vertically and horizontally.

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staleevolution

Member since 9 Sep, 2014

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