General J's Forum Posts

  • That's exactly what I needed to know, thanks!

  • I'm having a major problem and I have no explanation for the cause of it. I figured someone must have gone through similar troubles at some point. I would really appreciate the help because this is the first time I've been stuck on something longer than a day.

    This is the second version at the attempt of a more complex enemy sprite. The last revision had failed because of the same reason as this one, except now it's organized more for me to see the complete problem.

    What it's supposed to do: The sword is supposed to launch itself at a -45 degree angle, and stop movement after 0.25 seconds. This is supposed to be about half-way in distance. As you can see, after the 0.25 second point, it continues to move in a weird, inchy-sporadic fashion that I can't explain.

    What makes this more messed up, is that I went into debug mode and checked the sword's properties after the 0.25 second mark. "State" was set to "Stop", and the Custom Movement behavior was disabled.

    The only movement behavior on the sword is Custom Movement.

  • I'm trying to make a complex enemy that involves throwing their sword, then moving to that sword's position.

    My attempted method at doing this was have the enemy sprite spawn a sword sprite on them, and then have the sword sprite move to a separate image point on the enemy sprite. Doing it this way would just fix all the issues I'm having for the desired effect, and make the event tuning much less complicated. Can it be done?

    All I was able to do was make the sword sprite teleport instantly to the enemy sprite's image point, or have it rotate and set it's angle to the point.

  • Thanks a bunch! Although I didn't use your example exactly, it taught me what I needed to know about array systems to accomplish just what I needed.

  • I made a post about this some time ago, but it got no responses because I think I was incorrectly describing the problem.

    I'm trying to make a selection menu more or less exactly like the one in the Mega Man games:

    There needs to be a cursor object, and text objects for each ability. On down/up pressed it moves the position of the cursor, when the cursor is over that text object, it changes the ability variable of the player.

    I had this working myself in basic form for two abilities because the only directions were up and down. I set on Up pressed set cursor position on top of text object 1, Down pressed to text object 2. Now that I have more than 3 abilities, I am completely lost at where to go. I need help because I still haven't found a comprehensive menu tutorial that accomplishes what I'm attempting. I would really appreciate the help.

  • Just throwing a quick question; Does the amount of groups withing groups have any effects on event optimization or performance? I just noticed that groups count as an event, and I put all of my weapon events into their own groups, inside a master weapon group.

  • That's exactly what I needed! Thanks!

  • I'm trying to make it where when a sprite is spawned, only that one version of the sprite can be on-screen until it is destroyed. Kind of like having a missile, but prevents the player from spamming missiles and only allows for one missile to be on-screen at once.

    In this instance I'm specifically attempting making the sprite appear when the button is held down, and vanish when the button is released.

    This is my attempt:

    I figured just make a check to only allow a button press when the sprite is off-screen, but oddly that didn't work. Then I tried to make an instance variable that would boolean a value to to true when created, and also would only allow a spawning if the boolean was false. Also didn't work. After the same failure occurred after a number variable, it became clear to me that there is something that I'm just not doing right.

  • Yep, that works. Thanks!

  • this works, thanks!

  • So I got my desired effect by splitting it up into two events based on the button status.

    It's ugly and needs tuning but it works. However, my one last issue is that when you quickly shoot two of these bullets on screen at once, the holding affects both of their gravitys. I want the end projectile arc to be permanent for that projectile once you let go of the firing button. I tried experimenting with on button released but it yielded the same results.

  • the speed works, but I'd rather have it modify just the gravity, and it's strange because gravity is not an expression for spritename.bullet

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  • I have some projectile bullet sprite objects. They have a destroyoutsidelayout behavior. This prevents them from spawning in the layout when the game starts, but the player is still able to spawn them.

    I also have a sound that plays when these sprites are created, a shooting noise.

    Whenever the game starts, the noise happens too. I know this is because the sprites are stilled being created outside of the layout and thus, spawns a noise, even though they're destroyed instantly and are never seen.

    This has annoyed me far too long, especially now that I'm racking up different ability sprites with unique sounds. Getting tired of my ears getting blasted with five loud sounds at once that are coming from nowhere. How do I fix this?

    This is an example of what I'm talking about, from my editor.

  • I have a bullet projectile with gravity on it, and I want to experiment with holding the fire button as a way to prolong the strength of the gravity. I understand how to do this with platform behavior, but not for a bullet.

    This is how I do it for the player's platform behavior.

  • My menu system works like this-

    When Y is Pressed:

    -Stop time, stop all player control

    -Enable the visibility of all HUD elements

    -On down pressed, set the pointer object to 'Text' "am_ice" (a capitol letter i)

    When a pointer is over one of these text elements, it changes the player's text variable to the corresponding menu element.

    Now I have four abilities for the player, and I don't know where to go from here to make it all work.

    The issues are:

    -I could not find any way to "offset" set position action for the menu selector courser. It is supposed to be right next to the Text elements, but instead it is right on top of them.

    -Because there's more than two abilities, I need to completely change the way pressing up and down corresponds to how the courser moves, and I don't know how to accomplish that.

    -I also want to menu to go back to the first selection when down is pressed on the last selection. I don't know how to get this done either.

    Here's the screenshot: