bartsimpsonredux's Forum Posts

  • try adding another condition (jump is not intouch) to platform is on floor condition.

  • R0J0hound thank you very very much. will try my best to implement this and post a capx for others to see

  • found a better way to explain what i mean.

    basicly need a function that calculates the hypotenuse of a triangle every tick while in shoot mode.

  • iI totally agree. there should be a way to increment updates to original code other than writing the new code into the original game. a built in import feature or something so that the new code get placed into the original game and not have to download the whole game plus new all over again.

    i know this is possible through java script but like you would like to see this as a built in feature of construct2

  • dunno if this is what you looking for but mabey build the game with all the dlc in the game but only accessible through code input.

    so players that buy the code can gain access to the code thats already written in the game. then any time you come up with a new map just write it into original code then change ver number then make new access code.

  • ok this might be a little difficult to explain but here goes.

    its for a 2D side scrolling shoot em up with a fake z axis ( like streets of rage)

    basically ive got a like a laser cannon on tracks that shoots a constant beam of lightning every (x) number of seconds when fully charged.

    the tracks them self's are the z axis position and the turret on top rotates towards the player in a constant beam when firing

    my problem is i need a formula / function that calculates when the bean should stop (beam should not go below the y of the tracks) but move from infront of the player to behind on the same fake z axis ( y axis of tracks) unless told to.

    in a nut shell i need a function that works out the longest length of a 90 degree triangle every tick while the cannon is firing.

    no point in adding a capx as it would just be the laser cannon that can rotate the turret.

    But i can if needed draw a diagram of what im looking for.

    I know the maths to work it out but having trouble converting the maths into a function that works it out.

    really hope that makes sense.

  • bullet would work. set the initial angle to aim at an angle towards the floor then on collision with floor set the angle straight. the bouncing effect could be made using animations.

    would work while jumping too add condition while not on floor and button pressed spawn object.....

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  • could you not use a global var.

    something like system; every x sec's set global var to (1). . . . .

    compare global var = (1) create object tiledbackground at x.x.x

    = (2) create object (different) tiledbackground at x.x.x

    you would need to load all backgrounds into layout then use "not on screen" to destroy ones not yet being used.

    and dont forget to destroy the replaced one.

  • really sorry to bump such an old post. but could you please make a quick example capx. please.

    this is something i really need but am having trouble with.

    have tried many times to get my head round it myself but to no avail

    thanks in advance

  • no matter its fixed

  • blackhornet ok ive done what you said and replaced the "not on screen" to bullet.count=0 but it still dont work.

    my fire logic still breaks and does nothing. please help!!!

  • thankyou for reply blackhornet

    thanks again

  • just noticed that ive left out the destroy outside logic from that capx. but if you add destroy outside layer behavior to bullet or legs2 sprites they stop working.

  • please can someone help me work out why, when i destroy the bullet object when its outside of the layer my shooting logic brakes

    same goes when spawning enemy "legs2" when i destroy them once outside of layer my spawning logic brakes??

    https://drive.google.com/file/d/0B-qz3V ... sp=sharing

  • thank you for bumping this post. im still yet to pull off a fully working streets of rage style AI. wish i could a look at the streets of rage AI flow chart.

    building upon the above capx i have also used mode states for:

    is player attacking ( go to defend mode% )

    enemy health below 30 % ( retreat mode% )

    also have put two attack points on the player itself ( front and back )

    If there is an enemy already attacking from the front the second will go around the back to attack.

    the % of the defend and attack mode are just that. a % of successfully going into desired mode. this is because if the enemy always instantly went into defend mode and blocked the player every time the player attacked, it wouldn't be a very fair game.