GeorgeZaharia's Forum Posts

  • have a variable that acts like the boss "stamina" so whenever he moving and is "rested" or has enough "stamina" he can walk, during the walk, he will naturally lose "Stamina" like in real life, you get tired after running/walking etc, especially if you have like 3 metric tons of steel on you.

    so variable called it Stamina.

    Variable call it Rested.

    and we can do something like this pseudo-code:

    if Stamina > 0
    		action > subtract from Stamina 0.01 ( will take around 10-12 seconds to deplete it )
    
    
    If Rested = 1
    		action > enable boss.bulletbehavior 
    		action > boss.set bullet.speedTo Stamina *5
    
    If Stamina <= 0 
    		action > disable.boss.bulletbehavior
    		action > set Rested = 2 (he is not rested now)
    
    

    Now we regenerate the stamina while the Boss is out of stamina.

    If Rested = 2 & 
    If Stamina < 100
    		action > add to Stamina 0.01 (it will take around 10-12 seconds to fully restore stamina to value of 100)
    	triggeronce subevent	action > boss.playanimation "tired"
    

    Now we make the fat Boss run again when stamina is full again

    If Rested = 2 &
    If Stamina >= 100
    		action > set Rested = 1
    
    

    and the stamina and movement of boss + regeneration of stamina, should be in a loop now until you manage to leave him with zero health or something that "keals him"

    hope it makes any sense or helps at all.

    edited the animation setup (needed be on a trigger subevent)

    here is StaminaBasedMovement example based on the above logic, with some extra stuff inside.

  • What if they are all gone?

    You learn to code yourself? and do your own plugins, as you need them per your projects? Construct was and it seems it still is a javascript/xml based Engine/Code Interpreter and has a fully documented SDK, is not that hard to learn to do plugins, problem is because of R0J0 and others (you could count them on fingers ) the rest of community, over 10,000 -100,000 people, got lazy. If they are gone, i think would be to a rather advancement in their own life and i hope they will do good and be prosperous, they deserve it probably worked their butts off for it. As for us the "can someone help me with a example" we should learn to code our own plugins, especially after some years of being around the Scirra Forum.

    If you don't know where to start to learn javascript, there is this free organization that offers tutorials and full courses on javascript and html and i think even sql etc if you follow those courses you can have the skills you need. (this is not an advertising just a free suggestion website)

  • i think ios should play wav/mp3/mp4/aac/aa/aa3/aax

    check this compatibility website

    it might of changed, but i think last thing in C2 was WAV.

  • here you go throw stuff example c3

    arrow keys to move player (red character) X to trow the pie, spacebar to drop the pie, to pickup the pie just move player over the pie.

    enjoy clowning the clown with pie

  • Hi, just wanted to leave a note here, don't bother with the glslSphere addon, is not working properly. plus you need 2 sets of sprites, one that has the physics behavior and the glslSphere on top of that to fake the rotation 3d... but the rotation speed Z XY axes are broken, original code was like that incomplete, so i just ported what was there.

    1999 pro pool < somehow this dudes, managed to fake the 3d rotation pretty good, and choppy back in 2000 or somewhere there... but we can't in 2021 well... it's a shame. i think your best bet, would be to use three.js and create an actual 3d sphere on top of your 2d sprite, and somehow have that 3d sphere use torque to spin like on contact with a floor. it works in C2 / Q3D visually, but is clunky as hell.. i wasted to much time on this thing years back, i don't recommend trying projecting 3d maps on 2d spheres with Construct. just use a 3d js library instead.

    Edited:

    ANYWAY.... here is a c3 project test pool for the glslSphere... its choppy, i can't make the flags to toggle at the right time for the ball... maybe someone can fix it but is where i got stuck a long time ago... with more or less "smoothness" but overall same choppines.

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  • hi, so you want a picture inside a picture like a CTV monitor showing camera footage from another part of the layout?

    you could do that by events, using a minimap like format, i think i had a Tank demo with a minimap around the tutorial area... for C2... il see if i can find it... meanwhile there is this youtube video doing the same thing

    Edited: on the other hand, i think you could make it happen with Canvas... basically pasting inside a small area a layout position xY with the items inside ... might be cpu intensive... but is basically how the above examples work i think.

  • Hi there, my suggestion is since is a top down, and you have a solid behavior ground, and you want to walk on it without getting stuck, id just give the player Z elevation higher than the ground.. and basically if Z elevation is not the same as the ground disable the collision ? but then would you fall through it? im a bit confused how you setup ur obstacle ... but im guessing making use of Z elevation could do the trick.

    don't have a example at the moment, cause i didn't really understood the problem. need visual que

  • I don't get the whole (32*pi*dt)*0.04 part at all, but the result is there!

    you can change that to "scale" global value, that (32*pi*dt)*0.04 is the same as saying 0.4 frame dependent on delta time. so it's a bit slower than reading the scale value directly.

    im glad it helped.

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  • Hi, you don't need lerp, i mean you can use it but you could do it only with 1 variable... and set angle towards angle by degrees amount.

    here is a example -- click the buttons to set a new angle target, click 1 for current angle +80 click 2 for current angle +40 you can change the direction by giving it a negative value to the target on event line 2 and 3

    Edited: you can fine tune the time it takes to move by increase or decreasing the "degree amount" in the not equal with targetAngle event line > action

  • hi, see if this helps, it looks similar, close enough you need to tweak the time it executes, id go around 0.6 seconds. or something like that i left it 0.8

    also tween animation is backwards, BounceIn is actually BounceOut compared to animate.css

    example

    if you are trying to replicate the animation from animate.css exactly... it will be a bit tricky but you could replicate it via event coding, i counted 5-6 bounces before text stops on Animate.css it's actually what i tried before tween plugin... it looked closed to it, but still a bit to fast, not elastic enough... and to many event lines... around 7 or so...

  • not sure if this was solved, but here is my example based on what i understood you wanted to do.

    example particles inside a continuous resizing circle

    Edited: it seems was solved, 5 minutes ago,... its a bit convoluted on my end, but you have more control over things ... hope it helps, in your atomic bomb project ^_^

  • I do like the container idea too. You'll want the displayed sprite, and the one you move with events to be different. As far as the textured floor i don't think the mode7 fx would be suitable for this since it doesn't handle looking up and down.

    i knew someone had some knowledge on this amazing stuff rojo as always, and not to forget happy new year to everyone on this 2021 hope will be better, regarding the up and down look, i dont think he needs it, as far i seen on the gameplay, its just a 30 degree top down view and ground sort of slightly turns left and right by some amount, there might be other scenes where the gameview changes, like in the old hercules game, where from side platformer, it will go to a side platformer with a background elevation ... other than that is all graphics and coding stuff.

    i think he can do it, but is going to be a huge workload for 1 person. especially if he wants to do both coding and artwork.

  • yes, in the settings of the editor, menu/settings and at top of menu you have a dropdown. i think spanish is one of the languages that are completed. but i wouldn't do it. since you understand english, and most tutorials are in english... the spanish translation might not sound the same, since is community translated... some terms might not be really well translated. just stick to english if you understand it.

  • change pixel-health = 0 to

    , i think your animation is not triggering cause the health value is never 0 is either above 0 or less than zero. like -2 or -1.

    can i see where you subtract from health? is it based on collision? does it trigger once? or is it based on overlaping? cause latter will not trigger just once but 2-3 times as long as the other sprite is overlaped in 1 -2 tick. to travel over.