DeadlyCheese's Forum Posts

  • 9 posts
  • thanks, didn't see that event <img src="smileys/smiley5.gif" border="0" align="middle" /> , works perfectly. I knew it was going to be something simple i had missed.

  • Hey i have a problem where I am creating a wave/round system for my game and i want it so for example when 5 enemies are killed, the round will stop and layer 3 will become visible (the upgrade shop) and when the player clicks ready, layer 3 becomes invisible and the game proceeds to the following round.

    This all works however for one issue, when 5 enemies are killed, I have an event which tells the game to switch a variable to wave 1 and then when 10 enemies die, it tells the variable to switch to wave 2 etc.

    The problem Im having is when 5 enemies are dead, the wave will stop but when i click submit, the next wave starts but layer 3 does not become invisible until i kill an enemy so there are 6+ dead enemies and then click the submit button. I know the issue is that the 2 events conflict with each other and i was wondering if anyone knew how to get around this.

    Hopefully you understand what i am saying. I have provided a screenshot to hopefully help you understand what im talking about.

    <img src="http://i.imgur.com/M0FZtwC.png" border="0" />

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  • played a few levels and thought it was a pretty cool idea, surprisingly fun too.

  • thanks a lot, just how i wanted it :) will use your advice in the future.

  • sure here you go: dropbox.com/s/p2j5rlokbxilxc3/help.capx

  • Hey, basically i'm experimenting with making a continuous running platformer game where incoming amounts of enemies spawn. The problem I am having is with the bullets. I want it so that the player can only face forwards so what i did was make it so that the players arm cannot go backwards when the mouse (which is used to aim) is behind the player. I have been able to make it so the arm doesn't go backwards however the issue i'm having is that the bullets will still fire behind the player if the mouse is between a radius of 90 to 180 degrees from the player. My method seems to work when the mouse is between 180 to 270 degrees however. If someone could look at my capx and explain what the problem is, i'd be very grateful :)

    Im still very new to the program and experimenting but hopefully you can understand what im trying to do :P Event 11 and 12 is what im trying to use to force the direction of the bullet to directly down and up.

    Capx: dropbox.com/s/p2j5rlokbxilxc3/help.capx

  • I would also like to know as well. I am currently using a method involving three sprites using the wrap and bullet behavior to make the ground look like it is moving backwards so the character looks like he is running forward however I know this method is probably bad but at the moment it works.

    i also did try some other methods however as the OP said it would often have gaps. :S

  • thanks for your help :)

  • Hey i began using construct 2 a couple of days ago and so far its great. At the moment im working on a simple platformer and was wondering how I can make it to an AI will when they collide with a wall, will move the opposite direction.

    I was able to partially do this by doing the event "on collision with another object." For the action i did rotate clockwise 180 degrees. This worked however when the AI went to one side it would go upside down on its way to the next wall and then go back to normal when it collided with another wall and so on...

    I want to be able to create the same effect as mobs in mario games such as goomba's who go back and forth when colliding with walls etc.

    Thanks :)

    edit: also forgot to say that i use the bullet movement to move the AI.

  • 9 posts