Calfuso's Forum Posts

  • Presuming you are using bullet behaviour ; there is an action which is something like "Set Bullet Angle of Motion" (can't remember exactly, but it's something like that) which will make the bullet go any direction you like. So spawn two bullets rather than one, and send one the other way.

    I want to be able to shoot one bullet rigth when i am facing rigth and shooting one bullet left when i am facing left. I don't want to shoot to the left and rigth at the same time.

  • It first seemed like the solution was to disable the collisions of the object, then add the event on collision whit another object to the sprite that was supposed to collide whit the object and then make the action collision enabled for the object and the sprite. Too bad the sprite still doesn't collide into the object and just fall through it. Making this work is a key to may other things working so i would want to know how to make this work.

  • To make a enemy move left and rigfth you make a instance variable action and type rigth. You add a platform behavior and change default controls to no. Then you make the event action equals to "rigth", simulate control rigth, set not mirrored and do the same for left but set mirrored. Then you do a couple of events and actions whit the edgemarkers to make the enemys turn. I would imagine jump would be similiar. You make instance variable named action2 and type in jump. Then you make the event action2 equal to "jump" and simulate control jump. No mirroring or edgemarkering is needed since the enemy just jumps. Of course you change defualt controls to no. I have done exactly this for multiple enemies and they don't jump. I have answered this question multiple times before and the replies indicated that it should work the way i do it. But it doesn't do it for me. is it something wrong whit my Construct 2, a bug or something? Make a enemy jump seems so simple but it seems incredibly hard for me for some reason.

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  • I want a enemy to stretch it's arm out when it sees the player and whitdraw it rigth afterwards.

    My thoughts about how to do it: The only imaginable way for this to work i can think off to make the arm a seperate part of the enemy that moves out somehow. Since it stretches out it can't be the full size when it's it not stretched out so it's needs to be cropped at that point somehow. The arm could just be a left and rigth moving object but it needs to be connected to the body. Then we need to make the enemy not stretch out thye arm all the time, only when the player get's close enough. How this can work i am not sure of. Like you can see i don't know to make this work so a helpful reply or a link to guide or another topic that explains this would be appreciated.

  • I know how to make the player shoot to begin whit. You make it spawn a object on a image point on button pressed. The problem is that it only shoots to the rigth. You can't shoot the left. How do you make the player be able to shoot to the rigth and left?

  • Here is a list of 7 things i would want to able to do in construct 2. Tell me if these things are possible to do in construct 2. If they are tell me how to do these things.

    1: Make the enemy stretch out it's arm after the player when it sees it and stretch it back rigth afterwards. The arm can only hit the player and can't be hit unlike the body.

    2: Make the player only be able to have 3 shots on screen.

    3: Make a object rotate to the left a little and then rotate rigth. It shall turn after it rotated 90 degrees.

    4: Make a object move up and down and forward.

    5: Make a enemy fly.

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    ---- ----

    6: Make something move like this ---- ----

    7: Make a single sprite have multiple hitboxes whit different movement and behaviors.

    8: Change the projectile speed of a turret. The actual easily found option doesn't do anything.

    9: Make a enemy be able to shoot homing shoots against the player whitout rotating.

    10: Make the player get knockback when it get's hit

  • I did a topic about this yesterady but i didn't get enough help there and since new topics tend be seen more i am doing a new one. I have a event that will make the game go to another layer after a set amount of seconds. I want to be able to delay the timed event by a couple of seconds by clicking on a object. The closest i have got to achieving this is the wait action. The problem whit the wait action is that it only can affect actions. The timed event is you know a event. I have tried to make the timed action as a sub event after the wait action but it mkaes the timed event never happen. In hope i explained myself well and will be grateful for a answer. If your anwer involves me using global text, tell me how to put that in and how to use the green globe since i don't know that.

  • I did a topic about this yesterady but i didn't get enough help there and since new topics tend be seen more i am doing a new one. I have a event that will make the game go to another layer after a set amount of seconds. I want to be able to delay the timed event by a couple of seconds by clicking on a object. The closest i have got to achieving this is the wait action. The problem whit the wait action is that it only can affect actions. The timed event is you know a event. I have tried to make the timed action as a sub event after the wait action but it mkaes the timed event never happen. In hope i explained myself well and will be grateful for a answer. And if you have a answer like the one below, tell me how to put in global numbers and how to use the green earth and such.

  • file:///C:/Users/Arvin/Music/0000000000000000.png

    Here i have two events. I hope you can follow the link to the image for better understanding. If you can't tell me how to insert a image in post image in a post like this. I hope you still can understand my question whitout the image though. I want the upper event to have priority over the lower one. The first event makes the the main character take damage when it collides whit the enemy when it changes frame. The second event makes the main character desroy the enemy if it jumps on top of it otherwise it takes damage. I want the enemy to damage the main character on collison from all angles when it changes frame. When it doesn't changes frame you should be able to jump on it and destroy it. The enemy damages the player from the side no matter what. The problem is that not how it turns out. When the enemy doesn't change frame you an jump on it and destroy it as intended. But you can also jump on it and destroy it when it changes frame whitout taking damage. To me it seems like the lower event takes priority over the first since it replace the main character being damaged whit the main character killing the enemy. I want the upper event to have priority so the enemy only can be jumped on and killed when the upper event doesn't happen. Can anyone give me solution to this? If i wasn't clear enough please tell me.

  • Okay i have posted this question before and poeple have answered but whatever they say it can't work for me. I can make the enemy jump once directly when the game starts but it doesn't jump anymore after that. So i now post the question again whit more clarificiation I want you to either make a screenshoot of a successfull event sheet where the enemy jumps multiple times or make a really exact text version of every event and action. The reason why i want you to be so exact is becuase otherwise it won't work for me simply put.

  • I post several questions each day. I can figure out some things in construct 2 but i need alot of help. I can't figure out things like i probably should. Is it considered annoying or unnacceptable to post many questions each day, should you limit yourself to one each day? I just wanted to know so i don't post too many questions and poeple will find me annoying.

  • Becuase i have made one event where the enemy get's killed when you jump on and another where it you can't jump on it for a couple of seconds. No matter what i kill the enemy when i jump on it like the first event had priority. Can i make the second event have priority over the first?

  • The title may be hard to understand but i couldn't make it longer so i had to shorten it down. Basically i added the event on frame changed to a sprite. Then i intended to add on collision whit another object as a following sub event. I need to make a sub event as a follower since on collison whit another object only can be chosen as a event. But it turns out that even when i choose to create a sub event after on frame changed the on collosion option doesn't exist for some stupid reason. It seems like all animation event blocks on colloison whit another object being connected to them. Why is Construct 2 stupid like this and is there a way to solve it?

    I am trying to make a enemy vulnerable to being killed by jumping on top on it half of the time but damage you no matter what in touch half of the time. If you can help whit another solution to make that work i would be just as good.

  • I have tried toying around whit the platform jump, instance variable jump and simulate control jump but i just can't make the enemy jump. Can you tell me how and show me a creenshoot of the events should look.

  • I am trying to have it so a action happens after a number of seconds. But you are supposed to delay the events by a couple of seconds by clicking on a certain object. The farthest i got in this is the wait action. The PROBLEM is that it only can delay actions placed after it. Not events. The X seconds, the event that makes the action happen is a event and not a action. Can you somehow affect a event using the wait action?

    I have tried whit adding the x seconds timer as a sub event after the wait action. The problem whit that is that the x second timed event never occurs no matter how long you wait even if you don't delay it. Please give me straigth answer and try to not send me to a tutorial since it probably can't help me or i can't understand it.