datiel12's Forum Posts

  • > Uhmm, I'm not sure on how to do that.. I've never worked with local storage before..

    >

    I can show you a way, working on it is up to you.

    just learn how local storage work and apply into your project

    https://www.scirra.com/tutorials/1461/h ... age-plugin

    Yeah, I'd like that. I've been trying to mess with it for a while!

  • > So, you know how games when first launched have like prompts for a tutorial or something. I'd want to replicate that but I dont know how.. I remember there being a post about it but I cant seem to find it anymore. Help would be much appreciated.

    >

    you can use local storage to make a value X only the first time, then to use it as variable as condition other events

    Uhmm, I'm not sure on how to do that.. I've never worked with local storage before..

  • Alright, I'll try it out.

  • So, you know how games when first launched have like prompts for a tutorial or something. I'd want to replicate that but I dont know how.. I remember there being a post about it but I cant seem to find it anymore. Help would be much appreciated.

  • Just finished the mouse ennemy, next I'll do a cat with a trident (like in the old game) coming from the windows

    Wow that acutally looks like it'd be a fun game! Nice job!

    The mouse should fade in or come out from the sides thought. It looks awkward when its just spawning in mid air!

    Good Luck!

  • datiel12

    Also one quick note just in case you Forget:

    Right now you have one enemy and one gun and I'm not sure if you planning to add more instances of that enemy on the same level but if you do make sure you link each gun with his Parent enemy other ways you will have travel picking, you can do it by "Instance Variables" or you can link them in a "container"

    Good luck with your Game looks pretty good

    Thanks!

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  • datiel12

    I'm so glad that you just sent the minimum capx other ways I would have had my second heart Attack <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    if you change this in those two places will work:

    On Event sheet: EnemySheet Lines 27 to 29

    https://www.dropbox.com/s/v34ozsm4hev0kxy/turret%20gunFix.png?dl=0

    And On Event sheet: CorePlaySheet Lines 90 to 91

    https://www.dropbox.com/s/cj5kdlrczbba5 ... 2.png?dl=0

    Thanks!

    <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • datiel12

    before you post your capx try this

    https://www.dropbox.com/s/orbftbkmjt3qp8f/turret%20gun.png?dl=0

    note: you need to put the enemy gun in a container with the enemy

    Edit: jeje you where quicker done me to post the capx I will have a look

    I tried that and it still didn't work..

  • datiel12

    before you post your capx try this

    https://www.dropbox.com/s/orbftbkmjt3qp8f/turret%20gun.png?dl=0

    note: you need to put the enemy gun in a container with the enemy

    Edit: jeje you where quicker done me to post the capx I will have a look

    Lol, Look in EnemySheet For the broken AI Code.

  • datiel12

    can you share a minimum capx so we can have a look? is quite hard to know just from the pictures as it may be the fault in somewhere else

    Also, who is the one that doesn't shoot the Enemy or the Player?

    Heres a CAPX

    https://app.box.com/s/zlwzm8xm5c53655ngwma9ek9r87gu1tg

  • datiel12

    can you share a minimum capx so we can have a look? is quite hard to know just from the pictures as it may be the fault in somewhere else

    Also, who is the one that doesn't shoot the Enemy or the Player?

    The Enemy Doesn't shoot, I'll try to get a smaller capx..

  • datiel12

    Something like this?

    https://www.dropbox.com/s/tj6opk468g68bmw/GunTurretShootPlataform.capx?dl=0

    you can organize everything under The Line Of Sight to save some extra checking

    https://www.dropbox.com/s/rat9t5ewexgdm9l/GunTurretShootPlataform2.capx?dl=0

    Thanks, but that didn't work, to give you a better idea heres a gif of the issue

  • So, I have a really nice AI that I love, And I followed this tutorial

    to make it. Along with my own modifications.

    However I ran across a problem, So the enemy has a gun and when the player goes behind the enemy the gun turns around with it and would shoot the player.

    But that doesn't happen, for me the gun doesn't shoot when the player goes behind the enemy.

    Heres my events

    Help please?

  • if you want to make a manual reload you would just do that nested IF outside

    //make sure the gun isn't already full
    IF reload button pressed AND player.currentclip < MaxClipSize
               IF player.clips > 0 THEN
                   
                   //reload
                   set player.currentclip to MaxClipSize  //whatever the size your clip is
                   subtract 1 from player.clips
    
               END
    END[/code:3bng2rep]
    
    the only thing you have to think about is if the player hits reload and their gun is not empty, what do you do with those extra bullets?  that's when it get's a little more complicated.
    

    Thanks! I'll try when I can!

  • So, what I want is an Ammo system where once you run out of ammo you can reload. If you have the amount of clips. Once you run out of clips then you can shoot the last bit of bullets you have. But you cant reload.

    How would I do something like that?