DolyGamesCosmos's Forum Posts

  • Hi,

    You can help yourself by making correct object names such as:

    Bullet_red

    Bullet_blue

    Bullet_yellow

    Enemy_1

    Enemy_2

    Enemy_3

    etc

    That way you can find your objects much easier.

    Good luck.

  • I believe almost anything is possible. Naturally different tools work differently and some are more advanced than others (but also more complex).

    So if you know from testing that all your floor is totally OK and only a specific area creates a problem due to some weird collision issues - well then i'd suggest you simply modify that area a little bit or place a couple of invisible sprites such as little squares or circles in the trouble areas for a simple/quick solution.

  • thank you DolyGamesCosmos

    You're welcome

  • No, I don't think so, i have games with tons of events.

    Your explosion cannot just appear on 0,0 by itself. It has be be told somewhere to appear there. So you have to find where your design mistake is.

    Also, you shouldn't have objects you don't need in your layout and then having to destroy them on start. That's not efficient and waste of time. Create a separate layout called OBJECTS and dump all your objects there. And in your game layouts use only objects that you need ideally created via events and not physically put there.

  • Hi,

    You can do this perhaps with a Turret behavior (to keep auto aiming at the asteroid) and a bullet designed to look like a laser.

    Make sure to destroy the bullet either on collision with the asteroid (where you can spawn sparks on collision) or on distance traveled to make sure that bullets don't go far.

    You also want to have a very high rate of fire so that it looks like a laser visually. Such as SYSTEM every 0.05 seconds or whatever looks nice for you.

  • Hi,

    You simply do 2 things:

    1) (optional) You create some spawn points on the tip of your gun so bullets don't all come out from 1 point

    2) You simply state SPAWN bullet and set bullet angle to random(-30,30) for example and so every bullet that spawns will come out at a random angle between the numbers you specify

    Good luck

  • Hi,

    There must be something in your events that is responsible for it. What you can do is use the SEARCH ability in C2 on top and write there EXPLOSION (or whatever the name is) and it will show you all the lines which have that. And then all you have to do is read those and find where it says 0,0

  • left and right are only from your perspective

    from the perspective of the character he is either above the platform or below it

    but that said you can call it whatever words you like, left, right, up, down, it does not matter, it only matters under which condition which angle should the character have

    you could even pin invisible sprites above and below the platform and make one blue and another red and say when the character is overlapping blue then X and if he is overlapping red then Y

  • Hi,

    How about:

    when character is ON FLOOR set angle to ZERO

    (or is touching platform)

    (or is attached to platform)

    or:

    character angle = platform angle - 90

    or:

    when character is above platform then X angle

    when character is below platform then Y angle

    hope that works, otherwise i need to also understand how exactly do you attach to the platform.

  • Hi,

    It sounds like you are using graphics for collisions. That's not a good idea. Use an invisible PERFECT collision box sprite to serve as the floor while you put the graphics on top of it using PIN behavior.

    That allows you to have not-perfect graphics of any kind while your floor remains PERFECT.

    Good luck.

  • you can always bullet anything to any location

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  • Hi,

    It is simply a box and a text on top of it, both with FADE behavior.

    So after X happens you:

    1) create the box on top right

    2) create the text on top of the box

    3) set the text what it should say

    and you can set FADE to for example 2 seconds wait 1 second disappear and the 2 objects will go away by themselves

    Good luck!

  • Ok, I understand better what you want.

    So you need to explain to the computer which animation to play for every possibility of movement. There are always many ways, but in my projects, and I am not some super expert, I am using angles to do that.

    To do this you need to picture in front of you the angles: 0 is on the right side, -90 is up and 90 is down and so on.

    So you need to setup several events to cover each range and you say:

    If the angle(Player.X,Player.Y,Mouse.X,Mouse,Y) is between 0 and -30

    If the angle(Player.X,Player.Y,Mouse.X,Mouse,Y) is between 0 and +30

    go right

    and set animation to "right"

    If the angle(Player.X,Player.Y,Mouse.X,Mouse,Y) is between 30 and 70

    go top right

    and set animation to "top right"

    If the angle(Player.X,Player.Y,Mouse.X,Mouse,Y) is between 70 and 110

    go up

    and set animation to "up"

    etc

    it will also help you to put a temporary text showing current angle on the screen so you can solve bugs around angle 0

    good luck

  • Hi,

    You mean something simple like SYSTEM Every Tick

    Player Set angle towards Mouse X Mouse Y?

  • So I eventually figured out the issue was that I needed a "For Each Sensor" on the event that sets the sensor's instance variabel Drone_UID. The system show above works just fine now.

    Glad you worked it out, good job and good luck!