Aher0's Forum Posts

  • if its pinned to your hand? perhaps it is set to position and angle, just position should do fine.

    give it a Boolean, when attack pressed, Boolean true

    ... you could use the rotate function, but use a separate event to stop rotation when it reaches a certain angle (like player angle +60), then reset it to player.angle and reset boolean.

    If your sword has physics, it may be why its pushing the player.

    else just give the sword an animation so it appears to rotate hope its useful,

  • phht.... I know its a little annoying to upload music.

    right click on the music folder in project file listing (next tab of layers)

    import, then select the music you want.

    it should attempt to format the music file to what you need. once done, you have to choose the right formatted file for it to play through events.

    I know there are specifically some files that cannot convert, so, a file converter is needed separetly. that's where i'm out.

  • you could have a huge white sprite that covers the lightning area(+)

    set its visability invisible, also put it on a separate layer so that you can padlock it and it wont get in the way as you are designing. (it will have to be a high layer)

    give it a booleon. so when you enter the raining area (or don't if its always raining),

    as an event, have when the booleon is true, every x second (random(1,10)) make lightning sprite visible

    then have another event when it is visible, that either fades (its a behaviour) or just a 0.2 wait before it goes invisible again.

    also, sure Theres a 1 event way to do this.

  • man this would make things easier. los has a range to view from. but how do i call the angle value?

    Angle(player.xy,object.xy) finds the angle to a position, however this does not account for player angle.

    i tried adding and subtracting the player.angle, but then im stuffed with several between angle conditions.

  • so i have a sprite, left /right rotates him.

    If an object is within 270-90 degrees i want to spawn a wall image.

    this wall image needs to move left from center if the player rotates left and vice versa

    i was trying to set the angle to a variable, then

    if it is between 0-90 = 225+(225/sin(angle)

    if it is between 270-360 = 225-(225/sin(angle)

    (i use sin as at 90deg sin =0, and 0deg=1 so it will get closer to mid 225)

    it sort of works but not in the right places, this makes me think i have bad maths, but it adds up(i also use abs for the - angle)

    I was experimenting with los and opacity to help define if a sprite should be created.

    the objective is to have a rotating head that views scenery based from a 2d instance.

    any ideas will surely help anyone trying to make 3d

    I will adjust size and height of object compared to distance later. i can upload a capx but its just a moving line in the wrong place atm

  • hey, i have a fair few sprites.

    If there's anything particular you need I would be happy to make something. pm me and i'll do what i can, at worst it won't be adequate.

    if you can make money, i would be happy to share my input

  • use the system event compare 2 values

    then distance(enemy.x,en.y,player.x,play.y) < 300

    how you choose to move the AI is up to you, i like bullet behavior caus you can set the angle towards the player and give it a speed.

    maybe use los so the enemy knows when to play the attack animation.

  • adding physics to the sprite/base, so on spawn it will be bumped away from the other instance. (if you do this theres a whole lot of tweaking on physics rotation and linear damp)

    or

    you could have a condition, spawn checker at x,y if checker is overlapping sprite, checker set position to (checker x+64,checker y) if checker is overlapping sprite set position to (checker x-128 , checker y)

    have else conditions for each overlapping check, and spawn sprite at checker, then destroy checker. not sure how this will work for multiple instances though)

  • so far, story is on the outside world there are shadow realm style areas that occur, where it is believed that once inside you are infected, inflicted with darkness. prone to fever, rage, aggression. you arrive in a village with little memories other than name and vague flashbacks to a facility via a lift.

    you learn the town possess a generator that they believe protects them (later learnt the pockets occur on time intervals more frequently in certain areas) but the world is slowly adding more, and more frequent pockets.

    once inside a pocket, there are creatures (darkness?) that try to keep you in the shadow realm.

    puzzle solving game to survive, and collect equipment/ build tools.

    ps. not read or watched Haven now on my list. Though I have alot of appreciation for ideas like the shining, Christine, and the one where they are at an airport and strange creatures are coming to attack them, everyone is frozen except a handful.

  • I haven't watched Haven. that is a nice Idea though. I wrote=drew a comic based on the first ideas, i shall add it soon #Germfire I love the added town reasoning

    gives a limeted search reasoning with a fog aspect like final fantasy crystal chronicals

  • i honestly find los next to useless

    my advice would be have a sprite los, pin it to the camera.

    then on collition with player, destroy player.

  • scaling on (layout) (start of layout- set scalling too 0.5, 0.1 is futher out) the annoying part if moving the image point the world is moving to.

    i want more maps, so its pointless doing by layer as of yet.

    also, theres a map. the blue dot is you, it rotates to your angle too) its built as a racing game,thats why that was just a battle demonstration and a quick shop)

  • how do you mean?

    if its like too players entering text to one another. You cound have a large text and induvidual text boxes depending on player1/2

    on player1/2 text box (is highlighted) on enter key press : text - Append text to text.text&textbox.text

    (or if the append simply adds it to the text dw) (you may need to use the paragraph key)

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  • i was trying this lots last night.

    simply, giving the deer bullet and rebound behavoir will automaticly bump off trees.

    then give everything physics, and when distance(deer.x,deer.y,player.x,player.y) <200 apply a force at the deer from player angle -180

    (i would have posted that yesterday, but if u have walls, it can get trapped quite easily and predictably)

    remember world gravity must be made 0.

    think there is a sin calculation to make the angle the force is applied at more realistic.

    just have bullet is overlapping flowers, play deer eating animation, set speed to 0 if you want it to chill occasionally. wait x seconds pick random angle, set speed 100