Eresor's Forum Posts

  • This one is a bit of a hassle. I have a space shooter game, and I'm planning on making a boss. When the boss appears I want the game to zoom out, which I have done successfully, but when I'm playtesting the game I find myself to be circling around all the time, and I would prefer to have bigger space to fight in, but having too much space in the non-boss parts of the game ruins it. So I was wondering if I could do something along the lines of increasing the layout size mid-game for when the boss appears.

    Thanks in advance!

  • Someone would have to see this to be able to help, you'd have to share the project file and explain what's wrong.

    I did explain what's wrong though. I spawn an enemy with several parts in a container. I then pin them to each other to form the enemy, but every now and then, the tail and sometimes even the body has the wrong angle. Resulting in an enemy that does not look like it's supposed to

  • You said twice it 'seems' to be off. Is it the correct angle or not?

    Don't leave me hanging here, Lionz :(

  • Most of the time they spawn completely fine, but sometimes they spawn with the wrong angle.

    It's mostly the tail that has a wrong angle, but on an even rarer occasion the body also has a wrong angle.

  • So I have this enemy with three different parts. The head, the body and the tail, they're all put together in a container. The problem I have is that the different parts do not seem to spawn at the same angle.

    When the conditions are right, the enemy will spawn, and it will be in the following way:

    Spawn Enemytail

    Pin Enemybody to Enemyhead

    Pin Enemytail to Enemybody

    When pinning, the angle is set to true.

    So it's mostly the tail that seems to be off in angle, with it mostly being sideways. Sometimes the enemy also just leaves a body part standing still in the air. I have no idea why this is happening

    Tagged:

  • Alright I tried it and nothing happened.

    The MoveTo behavior had the following:

    Max Speed: 1000

    Acceleration: 0

    Deceleration: 0

    Rotate speed: 10

    Set Angle: True

    Stop on solids: False

    Enabled: True

    Like previously, if I'm at it's side it will basically stop and then slowly turn around until it faces me in which it will start charging again

  • Set the deceleration to 0. If the speed is not high enough then increase the max speed. If you want to keep charging forward at full speed then set acceleration to 0.

    I don't see how that would do anything? I'm mostly talking about the rotate speed and how an object will slow down when turning around with low rotate speed.

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  • So I have this enemy which I want to go quite fast. Now I've put the turning speed on it quite low so it's not super hard to dodge, and what I'd like it to do is to keep charging forward full speed even though it missed me, but instead it slows down and turns slowly until it starts charging again. How can I fix this? I can't turn Decelaration to low because then it will barely have any speed.

    If there is a fix to this without using the MoveTo command, then I would greatly appreciate that aswell

  • Alright so I tried it out and it worked. Thank you!

  • Yes that is right. I do not have a "for each enemy" in any of my events

  • So it's not exactly about enemies dying at the same time that is the problem, it's more of a bug/glitch that's happening.

    So basically, enemies have like a one in five chance of dropping a "Gem", in my game I have an AOE (Area of effect) weapon, and if it kills one enemy that were supposed to drop a gem, all of the enemies killed at the same time will drop gems.

    How can I prevent this? I was thinking maybe destroying enemies at not the same time would help (hence the title), but I'm up for other suggestions!

    Tagged:

  • Ahhh I see. Well that is a shame then.

    It would be nice to have the exit game button to not make the title screen feel more empty than it already is, but I suppose in a further update I will replace it with an Options button

  • Hey, so I've uploaded the first version of my game Astral Hunters, to itch.io.

    Now, I made an exit game button, but it does not seem to work in Itch.io, it worked completely fine in Construct 3.

    Essentially the code I used is quite simple:

    Touch: On touched ExitGameButton: Browser close

    Is there something wrong with Itch.io where it does not want to follow this, or must I do something else?

    eresor.itch.io/astralhunters

  • Copy:

    -> Enemies: Set LastShockerUID to ShockerProjectile.UID

    to the 'On collision' event also.

    It worked! Thank you so incredibly much for your help today! I'm extremely grateful!

  • You need to get rid of the first code, it isn't what you want. Otherwise you'd have to post the project, as it isn't obvious what the problem is.

    Alright, here's the link. Sorry that it took so long mega.nz/file/urRhEKiY

    This is the game I've been working on for a while and there are some glitches there, so I'll guide you through so that you can get to what you want to test.

    Start the project either by starting it via Preview Project or start on Layout 2 or 3. If you started via Preview Project or on Layout 2 you need to go to Garage and by scrolling a bit down you'll see a weapon with a little lightning bolt on the top. This is the weapon "Shocker" which is the one you'll use. When equipped you can press the little button in the top right to start the game. You shoot the gun on the left cannon with your LMB, and the right cannon with the RMB. There's also a glitch where the weapons will unequip when restarting a round so if you die you should probably restart the whole project.