lionz's Recent Forum Activity

  • If it is very simple follow logic then you can use bullets that set angle toward player (see the enemies in the 'ghost shooter' tutorial). For more complex following you can use the 'Pathfinding' behaviour, there are also example levels and documentation on how to use this.

  • Yep overlapping a crouch zone seems fine. You put an invisible sprite in the tunnel area and make sure you cannot touch it unless you have already crouched and moved forward a bit. Then you adjust your on C release logic to include NOT overlapping crouch zone. That means when you release C, you remain crouched, but when you exit the crouch zone you would return to normal, also pressing and releasing C in the crouch zone wouldnt change anything.

  • If it's a side scrolling platformer then you use line of sight combined with platform simulate left/right based on if the enemy x is greater or less than the player. Or enemies could be bullets where you set the angle to 0 or 180 when they have line of sight. There's lots of ways to do it, you didn't give much information about your game though.

  • On the Scroll To behaviour there is a screen shake, see if that fits your requirements.

  • As far as I know that's how fade works and you can't change it. Making your custom one with opacity is fine as that's all the fade behaviour is doing.

  • (Enemy object) pick nearest to player.x,player.y : (player object) set angle toward enemy.

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  • Hiya, that depends on your conditions for ending the duel, which you didn't mention above, this was only the start of the duel. What did you use for ending the duel? You have to be careful with 'picking' when you use this type of logic. It will be easy to set a knight back to 0, just about finding the right one :)

  • It's a behaviour you can add to the player object. 'Timer' behaviour, I used 1 second as an example but of course you set your own time the player has to press the combo.

  • I would do it with a combination of variables and timers, so you do :

    combo - variable for tracking which move of the combo you are on

    on button pressed : start timer for 1 second, add 1 to combo

    on timer ended : set combo to 0

    /and for the animations

    on button pressed :

    if combo = 0, play attack anim 1

    if combo = 1, play attack anim 2

    if combo = 2, play attack anim 3

  • First issue : easy enough to fix, on line 6 for inventory manager it should be arr_chest.at(chestslot. You have used arr_chest.at(slot

    Second issue : bit more complex but because you are checking if items are in your inventory before calling function addtoinv, rather than inside it like are doing when you initially add the item, then the function paramcount=3 checks should not be inside the loop through all X, because if you add logging you can see it eventually changes all params to 0. I think if you pull the function paramcount=3 checks out of that loop but still inside the function it should be fine, because you have already done the 'is the item here' checks at line 39. I might be wrong on that as it's a little convoluted with the logic but that might be correct.

  • In general sense it is : if climb button (up) is down, set platform vector Y to a negative number (the lower the number the faster the climb i.e. -200 moves faster than -10)

    This will work from any position, to make it a wall climb you can add a condition such as 'platform has wall to the left/right'

  • Hiya, latest response looks good to me! You just need to move the camera up, currently it is on the player and you see all areas central to this you can put the scroll to behaviour on an invisible object and place this object where you want in the level. The object could also stop at edges of the level, so you don't see too much space on the left/right.

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lionz

Member since 5 Aug, 2013

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