lionz's Recent Forum Activity

  • Yes put everything that is not to be healed in its own family then.

  • That logic is still going to pick a healer, you've not moved it out of the family right? You've split up the individual demons but when you go to pick nearest you're picking the family again. You're picking the nearest demon to the healer which is the healer itself. Your logic was fine before, you should just remove the healer from the family.

  • I hope this idea hasn't been done before, let me know if you recognise it because I feel like it's probably been done.

    • Side-scrolling puzzle platformer (although there isn't much jumping involved)
    • Room-based
    • When stood idle in a room, time continues, switching between day/night affecting objects in the level
    • When time continues the weather conditions also change, so wind, snow, sun affects objects in the level
    • Time of day and weather also affect the player
    • Objective is to drag, use objects in a certain way during the right conditions

    i.e. snow is blocking you, you simply stand idle until it changes to sunny day and melts and lets you through.

    you can't move when it's windy. wait for rain to fill up a well that allows an item to float to the top and you can drag it.

    Maybe this has been done before?

  • Yeah they will likely be picking themselves and not moving then. Some other part of the logic could be broken but hard to tell. Just take the demon healers out of the Demons family and see if it works. They should only move to other demons then. If you need more help you might have to eventually share something, make a simple version that someone can look at.

  • The picking you're concerned about at the top seems fine unless DemonHealer is also in the Demons family, then it could be really broken. I don't know if in the game Healers look to heal other Healers or there are just generic Demons that are healed.

  • Well, I'm no magician

  • It doesn't hang as such, you just have it set to Stop when pushing, which is one frame. There's no push animation.

  • Ah yeah sorry I set the speed of the box to 1000 for a test, set it to 40 or something. It does bounce around a bit, can probs be fixed if I looked into it more.

  • It's because he failed his ninja training and the box is too heavy. Also it's because you have on collision with box which only ever triggers once, when you are pushing against it you have already collided. For stuff like this I use overlapping at offset, that way you can constantly detect when the player is close to the box. The animation can be fixed by disabling some of the Walk animation events when you are pushing the box, at the moment they just override everything and try and walk whenever the player moves.

    https://www.dropbox.com/s/b0suhzzn6d9mb ... .capx?dl=0

  • With great difficulty is the answer. There's a large topic on it here but not sure if it was ever working, there's a capx towards the end :

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  • This is far too confusing, you'll have to post a screenshot of the events or something.

  • It's possible in construct 2..and 3...this forum is for 3 ,what are you using? Give the box an instance variable and set it to 34. Use an event, box on collision with enemy, subtract 1 from instance variable. Set up 34 animation frames on the box, each looking like how they should for each number, that is showing both the number and the colour. Then have the box set to display the animation frame that the instance variable is currently set to, i.e if 34 then show frame 34, if 33 then show frame 33. Box set current animation frame to instance variable. I think this would solve both the number and colour at the same time. My explanation may come across as long-winded but this can be done in only 2 events once your box is set up with the graphics.

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lionz

Member since 5 Aug, 2013

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