Enemy and ending

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Pixel Enemies for SHMUP consists of 45 enemy ship sprites to be used in your game.
  • I have a few questions.

    1. How do I get my enemy to jump and use the "Add else" function? Neither is working, see pic. The "Add else" function is greyed out, too, I can't click on it. I have the Personal Version, btw.

    <img src="http://farm9.staticflickr.com/8366/8597634869_4388bb8fd8_o.jpg" border="0" />

    2. How do I do multiple endings, where you get a certain ending depending on points at the end of the game? This also includes a new title screen and level selection for maximum points, while you get different ending based on lesser amount of points at the end of the game.

    I want the player to not return to the old title screen and not see endings he shouldn't be without the right amount of points. Is this possible?

    3. How do I get the boss to change direction when he flies in the air and falls into the ground? Like going up you see his front, than coming down you see his back.

  • 1.

    Instead of else, just copy the conditions and invert them.

    2.

    For different endings, just make a number variable named "Ending"

    Once the condition has been met, set the ending to ending 1, 2, 3, ect.

    Once the end of the game comes, if the ending is 1, play ending 1.

    3.

    I don't understand what perspective the game is being played in but it sounds like it involves animation.

  • 1.

    Instead of else, just copy the conditions and invert them.

    2.

    For different endings, just make a number variable named "Ending"

    Once the condition has been met, set the ending to ending 1, 2, 3, ect.

    Once the end of the game comes, if the ending is 1, play ending 1.

    3.

    I don't understand what perspective the game is being played in but it sounds like it involves animation.

    These worked perfectly except for number 1.

    I did this:

    Enemy variable: Action = Jump

    Event: Enemy compare variable > Action = Jump

    Action: Simulate platform control > Jump

    But the enemy doesn't jump. It just sits there.

    On a related note, I did this for the boss to make it shoot:

    Bullet has bullet behavior

    Boss spawn bullet

    Boss set angle toward position

    But the boss shoots the bullet backwards instead of forwards.

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  • set instance variable in enemy. like a bolean jump false

    in the event sheet set a event like this

    event: enemy is jump

    action: simulate platform jump.

    now you need to set a condition to change jump to true like

    is enemy in collition with spritex

    action: set instance variable jump to true.

    and he will jump

  • set instance variable in enemy. like a bolean jump false

    in the event sheet set a event like this

    event: enemy is jump

    action: simulate platform jump.

    now you need to set a condition to change jump to true like

    is enemy in collition with spritex

    action: set instance variable jump to true.

    and he will jump

    Thanks, it worked!

    But the boss is still firing backwards. I changed his settings, too, to:

    bullet = bullet behavior

    every tick = boss spawns bullet

  • the boss needs to fire you right?

    you can do a gun sprite and pin it to your boss and do this

    event:system every x second

    action: set gun sprite angle towards player.x player.y

    sub event: system every x second

    action:gun spawn bullet.

  • the boss needs to fire you right?

    you can do a gun sprite and pin it to your boss and do this

    event:system every x second

    action: set gun sprite angle towards player.x player.y

    sub event: system every x second

    action:gun spawn bullet.

    Thanks it works now

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