Cameron9990's Forum Posts

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  • I downgraded my computer from Windows 11 to Windows 10 and I guess in the process it whipped my whole OS drive, so I lost every game I was working on. One of the games is a whatever to remake, I understand everything I did and it wasn't too large yet. But the game I have on the arcade was a proof of concept and it has been a genuine slug to try and make... I'd really like to not have to start over.

  • What browser are you using? Do you see the same issue with a different browser?

    I'm just using Google chrome. It's legit not letting me alter anything on the starting layout with events. I just tried doing an event that on left mouse click spawn an item at point 0, 0... and it still won't do that. Like the starting layout in the editor and in the Arcade version that's been up for about a half a year just randomly stopped working for me.

  • Like I'm very confused. All of my buttons on the starting layout of my game wont stop flickering and for some reason no matter what I do I cannot change the animation nor frame of anything on the starting layout either. And like, I'm especially confused since I went back to my arcade upload and for some reason all versions the game on there suddenly have flickering buttons on the starting layout too (the animations were something I was adding in the update I was making). Like what suddenly happened that just broke everything?

  • You can try Set layout scale to 2

    But I don't recommend that. Perhaps reduce the viewport size in project properties?

    I can see what you were going for, but that doesn't remotely do what I need it to. I was just hoping there would be a convenient way to double the size of everything real quick without clicking on each item individually... since that would take a while.

  • ...no seriously. The movement in my game looks super weird because I made the sprites all too small. I want to multiply the size of everything in my whole layout by 2, or whatever number I may choose later.

    Tagged:

  • > Odd, for some reason your new example isn't shooting at all, lol. But I think i get it, I forgot loopindex was a thing.

    Have you activated any of the two Groups?

    there is a note right there:)

    Once again, forgetting that things exist. Yeah, I forgot you could set it to not be active on start so my brain went to setting one disabled at a time and it didn't do anything. Thanks for all of your help.

  • > Interesting, and what about for attacks that aren't angled towards the player? like a 360 burst style thing?

    Is the same logic but more bullets spread across the 360 degrees.

    Basically, any burst will be the same logic, the only thing difference is:

    -How many bullets to shoot

    -And between which Angles to spawn.

    -Set Bullet Angle

    I Reuploaded the example, you can download it from the same link above.

    Also, I fixed a small mistake on the ImagePoint name I put "Bullets" instead of "Bullet", it should be fixed now.

    Odd, for some reason your new example isn't shooting at all, lol. But I think i get it, I forgot loopindex was a thing... although I have no idea why your thing isn't shooting so maybe I don't get it...

  • It was more of a guide to know what you need to do, not for copy-paste sorry.

    A tip for the future, if you start typing construct it will show you all available expressions so you just need to pick the ones I showed you.

    Here is an example to make it easier:

    https://www.dropbox.com/s/llydhy397ex0u7i/Bullet%20Hell.c3p?dl=0

    Interesting, and what about for attacks that aren't angled towards the player? like a 360 burst style thing?

  • -Add the bullet behaviour to the bullet

    -When you spawn the bullets set Sprite.bullet.Angle_of_Motion, which normally will be something like:

    angle(Boss.X, Boss.Y, Player.X, Player.Y) + maybe some variance to spread the bullets

    -Also, you could add image points on the boss if you have a specific point on the boss that you want the bullets to spawn from, then you can use the same set angle of motion but this time referencing the image points.

    angle(Boss.imagepointX("Name"), Boss.imagepointY("Name"), Player.X, Player.Y)

    Yeah, I'm trying to copy and paste and replace with the actual names, but it seems to be confused by the use of commas to separate things. Is it supposed to be something else?

  • I'm currently trying to make a boss for my bullet-hell style game, but I seem to not be understanding something. How would I make it to where whenever a projectile spawns, it just goes straight away from the point of origin of the mob that fired it? That may be bad wording, I know how I'd be doing this on a different game engine, but on here I have literally 0 ideas.

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  • here I made a very quick inventory to show you dropbox.com/s/54ze0xrjq2i83ro/lootdrop.c3p

    Sorry, I've gotten around to testing more but like... how would I make it to where if I walk ontop of the loot bag it will show the loot, I can take whatever I want, if I walk off the loot will vanish, and if I walk back ontop it'll be all the remaining loot. Like I guess I now know how to pick the loot to spawn, just not how to lock it behind that.

  • If it's that kind of design then for a start you create several of the same slots for the loot bag and spawn a random item to them which I imagine would be setting a random slot.itemname or creating an object on the slot itself, however you have done it earlier. You can copy all logic from the inventory, then you should be able to move items from those slots to your inventory in the same way that you move items around the inventory.

    For the loot you can have all items in an array and pick a random row for example and then create this object or set itemname on the slot, or in a more simple form you can set slot.itemname to choose('sword','armour','potion') for example which picks one at random. Then you expand the logic as you go based on what loot can spawn, if enemy that died=goblin then set loot to choose(A,B,C)).

    To run it for each slot you could give the lootbag slots a variable to differentiate them from the inventory ones and say for each slot, where variable=loot, run the spawn item logic.

    ...but how do I make it to where an item gets selected and then it spawn the corresponding sprite based on what get's selected... and also how would I give it probabilities (For Legendaries and such)

    Apologies if I'm sounding dumb, I've just never really used arrays before

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