Canapin's Forum Posts

  • Thanks for your replies :)

    I hope my GF will be motivated enough to do the artwork, she's

    way better than me for sci-fi stuff. :D

    Now the actual problem is this that if your move your ship quickly to the right of an enemy, and then to the left and you do that multiples times, it will execute all the instructions and the laser will quickly change its orientation the same number of times.

    I tried to use a variable that increases periodicaly when the player X is > enemy X, and decreases periodicaly when the player X is < enemy X.

    When the variable reaches 1 or 0, the laser changes its orientation.

    Seems very, very simple (and I'm quite sure it is), but there is something I can't figure out, it doesn't work as it should be.

    Here is a test .capx with only the required sprites and instructions (and without the variable), very clear and simple : http://www.canapin.com/shooter/test.capx

    (If I stick on the "select nearest laser", I won't need to check UIDs I think)

    That's why I think a variable could help. If you have any idea to how fix this... :)

    edit a few hours later :

    I've made another document which visible variables on the layout :

    canapin.com/shooter/test2.capx

    I don't understand why the variable "timer" perfectly works for the first enemy instance, but not for the next ones.

    Is a "for each enemy" a good start or I am wrong?

  • Greetings! I'm working on a vertical shoot'em up...

    My game creates some enemies.

    This enemy can generate an horizontal laser on the left, or on the right. Basically, it's the same laser, it's just changing its position and angle.

    I would like it to create and maintain the laser to the right when the player.X > enemy.X, and vice versa.

    When the player.X becomes < enemy.X, after 1 second the laser changes side.

    I managed to do that for 1 enemy, but it doesn't work well with several enemies. There are some conflict between the laser instances. I don't really know how I should associate the laser to the enemy.

    If someone can help me out regarding this issue...

    Here are my crappy events :

    <img src="http://img528.imageshack.us/img528/4243/construct8.png" border="0" />

    And my capx : canapin.com/shooter/paper%20shooter.capx

    The event are in the enemies event sheet.

  • Thank you for your help :)

  • I'd like to be sure to understand because I'm a noob.

    Does your solution allow to have several waves on the layout at the same time?

    Like a new one which appears on the screen while the second isn't finished yet?

  • Small question : is it possible to check the IID of an object? Like "if object.IID = " ?

    I checked at your wave system.

    It's simple and functional, but I don't think it fits on my gameplay.

    I need the waves to be flexibles and with various content.

    You an check my previous message to see what I'd like to approach.

    I think it could work this way, but it doesn't launch the second wave, dunno why.

    It's unlikely I will have hundred of waves, I'm making a short shoot'em up with a limited number of waves per level.

    My gameplay inspirations are Xenon 2 and Jamestown.

  • Thank you :)

    I've worked on it and I think I'm getting closer :

    Only issue, the second wave won't start... Do you know why ?

    I've updated my .capx : canapin.com/shooter/Paper%20Shooter.capx

  • Hi !

    I'm learning Construct 2 by making an old fashioned shoot'em up.

    Actually, this is how I manage to create my waves of enemies :

    I think it's quite clear.

    However, you can see that there are some redundant events from wave 1 to wave 2...

    I currently use two objects (wave1 and wave2) that have similar variables : startTime, lenght, number of enemies, etc.

    So here are my two questions :

    1) I started to create some wave1 and wave2 elements on a "wave" family. A wave is an "virtual" concept, not a sprite or something like that. Actually, I created "texts" objects and put instance variables on them. What object is the best designed for this type of element that will only contain variables?

    2) To prevent my events redudancy, I would like to use the wave family. Actually, my project doesn't use it.

    But I didn't manage to write my wave events based on the wave family. Every time I tried (with a "for each [wave]"), something was wrong, such as enemies coming every tick and so on.

    Could someone help me with that issue and help me to create a simple event list based on my wave family?

    So the only thing I would have to change to create a new wave would be the related actions (and maybe add specifical conditions).

    Here's my capx

  • edit : misread.

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  • The wait action is perfect. I first thought it was a condition, but it's not and that's what I needed. :D

  • Greetings.

    I would like to know what is the simplest way to execute an action x seconds after the condition has been written.

    for example :

    keyboard - ctrl is down

       - wait for 5 sec

          -> spawn bullet

    Hope you'll help me ! <img src="smileys/smiley18.gif" border="0" align="middle" />

  • Thank you, dear sir.

  • Can you upload your project?

  • You can create a line break by using the "newline" expression, if I understand well your issue.

    Like "Hello" & newline & "world"

    It works when setting the text value from the event sheet.

    I didn't manage to make a new line just by typing that in the initial value field.

  • Greetings!

    I'm working on a shoot'em up. I'd like to understand how families function works (I can't use them with the free version). I just used it a little bit on Construct Classic.

    In my shoot'em up, I have several different enemies. They all have a similar HP variable.

    I put these enemies into the "enemy" family.

    Now, my spaceship is shooting at them. Is it possible to only apply single events to the [enemy] family instead of events for each enemy ship?

    Like : "if my laser hits an [enemy], then it decreases the [enemy].HP. If the [enemy].HP <=0, then the [enemy] disappears and create an explosion sprite."

    So I don't have to create individual events for each enemy.

    Does the families work like this?

  • That's great. Any plan to release this as a behavior plugin?