7Soul's Forum Posts

  • Are you using the system condition "Compare two values"? Because that won't pick objects. You want to use the object's "Compare instance variable"

  • I made this for a guy with the same question yesterday

  • Yes but first you need the exact same objects on the other project

  • I'd cover the hand, arm, a few pixels ahead of the hand, and a few pixels on the top and bottom

  • Functions should be used for actions you don't want to repeat. You can pass the object's UID to the function using parameters and then pick the object based on the UID number. Put the player and enemy on the same family so you can apply the function to any object inside the family

  • This object should be created as soon as the player attacks, like a flash! Imagine the player punches forward, instead of making an area on the hand that moves forward with it, you want to hit a rectangle in front of the player very fast.

    The area that the weapon hits don't need to be precisely the same shape as the weapon. If the area is bigger it gives the player a bit of a safe zone and gives a better feel of the attack

  • Add these variables:

    On the player add "speedMax" to the maximum speed you want (lets say 100), "currentSpeed" (leave at 0) and "windSpeed" (leave at 0)

    On the wind object add "power" an make it a positive or negative number (like 50 or -50) depending on the direction.

    When the player press right
        set "currentSpeed" to "speedMax"[/code:3785pp2o]
    [code:3785pp2o]When the player press left
        set "currentSpeed" to -"speedMax" (notice the - )[/code:3785pp2o]
    Making the player stop:
    [code:3785pp2o]Not pressing left and Not pressing right
        set "currentSpeed" to 0[/code:3785pp2o]
    Applying the variables to the speed:
    [code:3785pp2o]Every tick
        set player.vectorX to player.currentSpeed + player.windSpeed[/code:3785pp2o]
    Adding the wind speed to the player:
    [code:3785pp2o]Player overlapping wind object
        set player.windPower to windObject.power
    Else
        set player.windPower to 0[/code:3785pp2o]
  • That sets the speed to 200, which means the player moves 200 pixels over 1 second (or around 3 pixels per frame at 60fps)

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  • Are you making the sound too high? What's the events you're using with audio?

  • Most of the time we create invisible objects to detect these collisions. Like, when you attack, play the attack animation and create an invisible rectangle where the attack is supposed to hit, and destroy it immediately after.

  • Shadow Warrior Redux. Brilliant level design IMO

  • The way I would do it, is to control the player movement through its vector.X property, instead of using the "simulate action" command.

    Then you can add whatever you want to the speed, like "Set vector.X to player.moveSpeed + windObject.strenght"

  • No

  • You don't need to make it solid to detect collisions

  • Here are the basics: