FredQ's Forum Posts

  • Sounds simple enough but I cannot quite pull it off. Currently all enemies begin to shoot and the bullets don't always head in the right direction.

    I've searched the forum and couldn't find anything. Even in the 'How Do I...' FAQ, the link to the topic on enemy shooting wasn't quite what I needed.

    Does anybody have a simple capx file with Enemy detects Player.X+200 + spawns object bullet in player direction etc etc. Something simple that I can copy and paste the events from please?

    Here is how the game currently looks. The enemy/bullets have no effect on the player yet as I wanted to fix the way the enemies behave before I start messing around with health and lives etc

    http://dl.dropbox.com/u/44025915/Game1/index.html

  • Sorry, please note. If you move the player to the bottom of the screen, it's the boxes down at the bottom that fall through.

    Which is even stranger as the ones at the top of the level don't?!?

    So ye, before peviewing, move the character to the bottom left of the screen.

    Thanks again.

  • I think I've managed to fix the destroying of the object on screen but now it seems to have had a knock-on effect where the box falls through the holder.

    I've attached the file for you to see.

    Please note, I'm getting the actions and things ironed out before I arrange the levels into any sort of worthwhile game so please don't judge haha

    dl.dropbox.com/u/44025915/Help1.capx

    Thanks

  • Hello!

    I found this forum extremely useful in solving a previous issue I had so thought I'd try another...

    Is it possible to destroy an object only on the condition that it is currently in view on the screen? For example, if I want to destroy an object by standing on a switch it proceeds to destroy all the other instances of that same object on the layout. I was hoping to only destroy the object currently on screen without wiping out the other ones that appear further in my level.

    I have the conditions:

    Is 'object1' on screen

    +

    'Player' is overlapping 'switch'

    then for the action I chose destroy 'object1' but it destroys all instances.

    I know you can give each object a unique id, but just thought it would be much easier to only destroy the object that was on screen, or I suppose an alternative way would be to destroy the object closest to the player, that would work.

    Any ideas how to implement the above?

    Thanks in advance for your help.

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  • That's everything sorted now then, thank you for your time!!!

  • Funny you should say that <img src="smileys/smiley9.gif" border="0" align="middle">

    I can't quite get it to translate when I put the code into my project. The platform doesn't appear at the right place. Can you take a look please?

    For the sake of trying to line it up, I took the 'set invisible' action off so I could see what was happening.

    Here's the link:

    http://dl.dropbox.com/u/44025915/Help-Ladder.capx

    It's late here so I'm off to bed so no rush with your reply.

    Also the project is extremely messy. I've tried to tidy the events up to make it easier for you to navigate. This is literally the only project I have had since I got Construct 2. All my learning of moving platforms, enemies etc etc is in this file lol.

    Anyway...

    Thanks again.

  • Thanks again for taking the time to help. I really appreciate it. This is exactly what I was I looking for. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Sorry one last thing...

    I noticed the object created to support the player was set to a position specific to top of that one ladder.

    Is it possible to create the 'supporting' object relative to the players co-ordinates so I can have multiple instances of the same ladder. At the minute, if I create a second ladder, the position of the object created it set to appear only at the top of ladder number one.

    I hope this makes sense. I know what I want to ask, I just hope I put it into words clear enough.

  • Perfect! Thank you both for your help. I would never have been able to work that one out for myself lol.

    It's great to find a forum with quick, worth-while support.

  • Thanks alspal, that's perfect. It would be nice if when the player reached the top of the ladder he could sit at the top rather than dropping down. Is there another event I can add to make this happen?

    And thanks for your input too Sully.

  • Hi

    Quick question. How do I make my character climb a ladder?

    I think I know roughly the basics of how it would work??? I'm thinking when player overlaps object ladder and Up Arrow key is pressed, "Set Y to Player.Y-3".

    But this moves the player up by -3. He then drops down. I want it so for as long as the key is held down and he is overlapping the ladder, he will climb. I also want it so when the key is released he won't fall back down.

    I'm sure you have all seen it before, it's the behaviour you'll find in most platformers we have all ever played.

    Thanks in advance for your help.

  • I've searched everywhere (I think) and couldn't find any info on the topic so thought I'd sign up and ask.

    But basically, I'm wanting to map simple movement controls for use with the D-Pad on my Xperia Play and also to map one button as the jump control. My game works using the arrow keys and shift key on my computer, I was hoping to change these for use on my Play.

    Is this at all possible? And if so does anybody know how?

    Thanks in advance for your help.