dpmontes's Forum Posts

  • One way would be to create a function that is called by different good guys, bad guys, whoever is doing the shooting. Bottomline, you have to place the "set angle" within the "spawn" part so that only the "spawned" bullet will be affected. Otherwise, your game will think that you want to do that to every bullet.

  • Your code is probably deficient. Is the "set angle" within the "spawn bullet" command or just beneath it? If it's within, than just the most recently spawned bullet will be affected. Post a .capx if you're not sure.

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  • Your question still makes no sense. One does not create a line of sight. Are you asking how to determine whether two objects have a line of sight from one to the other? Are you asking how to detect whether objects have fallen into another objects line of sight? Need clarification. I understand that English is probably not your first language so just try to explain a bit better rather than repeating the same non descriptive questions a second time.

  • Not sure what you're asking. What are those strange words in your second and third sentences?

  • Set Bubble.X to character.X

  • There are built in Buttons under Form Controls when you insert new objects or you can create your own buttons from Sprites but you'll have to program from scratch how they react when you mouse over them or click on them.

  • .capx

  • We want to help but you're not giving us much to work with. Posting your "game" where you have guys marching across the screen like lemmings doesn't do us much good to understand what the issue is. Unless you reveal your exact code or post a .capx, we really can't do much except make vague suggestions on what you can do.

  • 1. Right click on "Keyboard Right arrow is down".

    2. Select "add"

    3. Select "add another condition (C)"

    4. Add another keyboard event for pressing "Down".

    So now the event is made so that if both down and right is being pressed, the cow will move to the right. You could also have gotten to this point by clicking and dragging the "Keyboard Down arrow is down" that you had already made and merging it with the "Keyboard Right arrow is down".

    5. Right click on the new conjoined event you just made and click the "Make 'Or' Block"

    6. Thank me.

    Also, you don't need two separate animations to make a object look like it's moving left or right. Use the "Mirrored" property to flip it around.

  • post .capx

  • My first thoughts on how I would go about this is to have each good guy and bad guy have an instance variable called "turnMeter" which would have a value between 0 and 10. Each would also have an instance variable called "meterRate" which would typically be a value between 0.1 and 3. So when a player has a low level, their meterRate would be low like 0.1 so it would take awhile for their turnMeter to get filled up to 10. As they progress in level, their meterRate increases. If they have a "FastSpell" cast on them, I would multiply the meterRate by 1.5 to give them a 50% boost in speed temporarily.

    So before each round starts, you'll determine the order of play by which units can fill up their turnMeter the quickest. If they are dead, their meterRate is 0.

  • I still don't understand what you are asking.

  • dl.dropboxusercontent.com/u/123756210/editthisFixed.capx

    1. You only need one walk animation. Use the "mirrored" option to make him face different directions

    2. You need an extra frame in your walk animation so it doesn't look like he's doing a stutter step

    3. You had your "keyboard pressing left" conditions flipped so it was bad logic but I ended up rewriting it the way I like to write it anyways.

  • "how to make that automatically fought two units."

    What in blue blazes is that supposed to mean!