fwade87's Forum Posts

  • 13 posts
  • Well, I couldn't figure it out, but I fixed it using a different way to spawn line of sight sprites.

    Now, I can't think of a good way to keep all the doors from exploding when my bomber enemy gets to the first one!

    Any ideas? Updated file: Upheaval.capx

  • Hi guys! I'm still learning from tutorials and I'm trying to make a simple game.

    I can't figure out why a new line of sight sprite isn't created for each of my "Bomber Enemy"!

    The first bomber enemy gets one, the main enemy spawner works and each attack enemy one gets a line of sight guide of their own. I basically used the same code for the bomber enemy, but it's not working!

    Could anyone take a look at my .capx? Any help would be greatly appreciated.

    Here is the link

    Upheaval.capx

  • I love you.

  • Hi guys!

    I want to create a game that involves multiple objects orbiting a planet.

    I searched through the forum and found out how to get my meteor to orbit.

    Basically it was X + radius * cos(period) , Y + radius *sin(period).

    Using For Each to have multiple meteors results in them being lined up perfectly. I tried adding a random number and got their orbits to be larger, but I can't figure out how to keep them from being perfectly lined up. Well, short of making multiple objects for each meteor.

    Does this make sense? Could anyone point me in the right direction?

    Here is my capx: Orbit Test Capx

    Thanks for any help!

  • Gave myself half an hour to create a very small game. This is what I managed to come up with...

    Left Button = Move

    Right Button = Piss

    You play as a dog and have to piss on hydrants to win.

    https://dl.dropbox.com/u/8598467/test/DogPiss/index.html

    Hahaha I tried it out. Somehow I ended up with -2 Wee.

    --

    Hi guys, this is my first post here, not sure where to put my WIP game.

    I was hoping for feedback in general. The art is placeholder stuff, but the game feels dinky still.

    Any advice would be awesome!

    Phase: The Reckoning (Working Title)

  • Nevermind! That tutorial was very well done and I learned some good stuff from it!

    I think I will just have:

    On Falling > Set animation > Jump

    That was the run will go through only halfway into the jump. That should be fine!

    Thanks for the help.

  • You know, I've looked through a lot of tutorials and searches and had not found that platformer tutorial. Thank you for that!!

    Just a quick tip: it's usually best to have an invisible square sprite with the platform movement, and position your animated player on top of that. The square sprite with the movement will ensure the movement is always smooth and never gets stuck.

    As for this, I see how it would make the movement consistently smooth, but what method can you use to position your animated player on top of the square sprite? Pin? Is that what that does?

  • TY, Zenox. Silly me! It works now!

    http://dl.dropbox.com/u/55889613/PROJECTOMEGA/omega2.capx

    Now, when you are jumping left or right, the run animation still plays rather than the jump animation taking priority.

    That's because of the events I have the animation tied too I guess, but could anyone suggest a better way to do this?

    I want the platforming to look and feel "right" before I really dig in and do some art assets.

  • Right, that makes sense. I had to go back and save it all as on file, but let's try this one last cotton-pickin' time!

    Here is my project .capx :

    http://dl.dropbox.com/u/55889613/PROJECTOMEGA/omega.capx

  • Ah, I see! Thank you!

    Let's try that again, here is my project:

    http://dl.dropbox.com/u/55889613/PROJECTOMEGA/index.html

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  • I have it set to When key is released > stop animation. Yet the character continues looping through it.

    I set the run animation to loop so it would play as long as you are moving, but now I think that's what has this all messed up?

    Here is my project file:https://dl-web.dropbox.com/get/index.html?w=9d8431c4 (I hope the link works, I'm new to all this.)

    Could anyone help me?

  • How exactly would one do that? I'm checking the bullet behavior setting and the only option is "Set Angle - Yes or No".

    Would I need to do this with an action?

    Sorry for my silly questions.

    EDIT: I didn't see the reply above this one, let me check it out! Thanks for the help guys.

    OK, I found the help I needed: scirra.com/forum/platform-game_topic46666.html

    Seems this has been asked before. Sorry!

  • Hi, I'm new to Construct. I've gone through most of the beginner tutorials but I still can't figure this out!

    I have a basic platformer. The character has the platform behavior. The bullets work but will only shoot one direction no matter what.

    Example: If the character is facing right, the bullets shoot right. If the character is facing left, the bullets shoot right. @

    I thought I could fix this with some kind of check when the bullet button is pressed, but I just can't figure it out.

    Any help would be extremely appreciated!

  • 13 posts