bscarl88's Forum Posts

  • what kind of games would you like to have created? And is this paid?

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  • Here's the capx file for it. It has to be with the event order or something.

    dropbox.com/s/bh8oxe6xdec50qb/25-Nov-12%20build.capx

  • I finally got my collision detection working, but I cant get my player box to knockback after being hit.

  • I've tried TONS of different ways, setup my events exactly like other tutorials I've found, and searched the forums for the past 2 weeks. I am stuck and have not been able to get this working and it's super frustrating because everything else has been going well until I hit this wall.

    Here's how I have it setup to take the event. Nothing crazy

    dropbox.com/s/zxqcf5vhhbb3xth/knockbackhelp.png

  • yes! I was hoping there was some easy way to go about this

  • I'm trying to set my knockback direction perpendicular to a line on the hitbox, as well as be able to knock the enemy from left to right, but I'm not sure of how to go about this. Here's what I have so far (Screenshot in link)...

    dropbox.com/s/i7rt7m364ntezvc/Collision.png

    Also, how do I reference one object (Player1) through another object, like player 2. It tells me it's not valid.

  • you can? Like for example...   Let's say I want to export an animation and all of it's properties to a 2nd project. When I open it in a new project, I now have the animation's, collision masks, and collision points all still attached.    or if I want to export a player box with all it's instance variables attached to another project

  • I don't think there's currently a way to do this is there? Would be an amazing addition!

    Just an idea :) <img src="smileys/smiley1.gif" border="0" align="middle" />

  • awesome little tutorial! Thanks! :)

  • Is that the calculation to produce a perpendicular line? Im not very good with my funtions yet haha.

  • I too would like to know this. This could be very useful for a fighting game where, depending on the attack, a player would be flung in different directions. Maybe something like an equation to calculate a perpendicular angle using the line between two collision points?

  • oh awesome! thanks for letting me know!

  • I see how that works! I would do global player1 input, player2 input etc. right?

    But that still means I'd have to restructure my layout, which is what I could avoid with a replace button, you know?

    Also, probably dumb question, but would adding that extra input check cause performance or memory issues, given that I have 10 or so different inputs, with up to 4 possible characters being played on screen?

  • That'd be cool if there was a replace all feature. It would be useful for my example:

    So I could copy all of one instance of Player, and replace player with Player2, player3, player4. Then find and replace all controls like so:

    Find keypress W, replace with keypress Up Arrow

    yea? Just an idea <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I guess I'll have to set it up player by player. But if I have 8 possible fighters, but only 4 player controllers MAX on screen at once, how do I make it so the user can select that character for the player 1-4 controllers?

    I have my actions generic enough (sideattack, upattack, airattack etc.) that each character actions would be simple enough to implement.