cs2curious's Forum Posts

  • ok i found it.

    Pretty good for a first game.

    That thing in the center is pretty ugly, not sure what it is

    Reminded me of gyrus.

    Good game, but needs power ups.

  • so where to play?

  • You just have to code things step by step.

    If you want the ai to do things at certain times give him modes

    So mode 1: move towards enemy. If im too close, set mode to 2?

    Mode 2: move away from enemy.

    If ai at certain distance { shoot shot function}

    If at another distance { swing axe function}

    And have a variable on the ai for time for attacks, so if timer1 <= 0 do special life drain attack

    on life drain attack set timer to #

    then just speed him up, or reduce timers.

  • I had it on every tick. You guys could have told me that that wouldn't work without showing capx =/

  • I stick flash on something, I set it to flash for 50 seconds, but it is just invisible. What gives?

    Don't ask for capx, there is nothing to see, I slapped flash on my sprite, it doesn't work.

    This program dude.... this program I payed money for...

  • I took different effects off of my sprite. I only have contrast now.

    But when I click on the sprite on the layout and scroll down it still has tint, and HSL that I was using before.

    What is going on here?

    Also, this is interfering with my adding other effects, when I try to add other effects it says no properties and sprite goes invisible.

    Wanna slap physics on something? sure. Want to color something? AHAHHAHAH.

  • I have a grey graphic, I have added some RGB using tint effect, I notice the hue saturation effect does not effect it after you add color with TINT because it is naturally a grey graphic.

    Is there a way to hue saturate something after I add TINT RGB to a grey object?

    Another question is, I see there is a replace color, but it also does not work on grey graphic?

    I need something that will effect it after the fact of a RGB tint.

  • If you launch the ball, do a for statement, spawn another ball at the balls location, set X and Y velocity, destroy the original ball, and then continue on like that wouldn't it simulate the physics of the ball, and since it is a for statement be fast without changing the physics? I dunno, that is why I am asking XD hoping Rojohound can explain how it works.

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  • Cant you just spawn basically a clone of the ball, have it do its bounces really fast, and then display path? basically do what the ball is going to do really really fast, and show a line where its been?>

  • Just add or subtract from variables, and use text to retrieve the number to display to the player.

  • yeah it wont work with default physics because they bounce off before they overlap. I guess I might need to get chipmunk physics =/

  • That looks nifty. If I am using physics, and things are bouncing off of each other will that still work?

    are you saying i need chipmunk physics instead? i dont know about this behavior.

  • R0J0hound has posted a few useful posts on using both an iterative method and also the one below (just search for posts by him with subject collision point etc):

    Collision Point

    May or may not be useful.

    Something to do with ray casting? not 100% sure how I would use that... maybe I need to marinate a bit.

  • If you start with Green, red or blue, you should not need to Set Color, it will pan through the entire spectrum.

    what do you mean?

  • It says to add an or condition to hit keyboard shortcut Y.

    This does nothing, has it been changed?