HuaHero's Forum Posts

  • RamPackWobble

    This is really interesting, i'm trying to understand the logic and code behind all of those but i can't seem to match any. Sorry as i do not have any programming knowledge and all these seems very foreign to me.

    Will changing any of the numbers create a different pattern?

  • Human

    Thanks for the advice, let me go test out all your solutions and i shall report back

  • Hi Human,

    Thanks for the tips, will go try it out later.

    For point 4 its something like timed scripted thing whereby for example i want a sprite to fire a rifle 4 times then switch to a shotgun and fire 4 times then finally switching to a crossbow and fire 4 times.

  • bump for other solutions

    point 2 is solved. Anyone?

  • Hi,

    Is this what you wanted?

    we.tl/QRzfr1MhOK

  • I added in one more question under number 4. Hope i can get some answers, can't wait to finish my game

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  • Thanks a lot mrcgkh

    This really solved one of my problems.

  • Hi all,

    I'm currently working on a bullet hell game i've been reading and searching a lot online for different bullet patterns in other games.

    I need some help on some of the patterns which i have been trying to create but i can't seem to do it.

    1) Bullet Movements - Is there a way where i can have the bullet behave this way? Travel X distance > Stop > Then travel again

    [SOLVED]2) Bullet Bursts - Have a single bullet bursts into 50 bullets in all directions IE 360 degrees? Or do i have to create like 50 imagepoints on that 1 single bullet? But that doesn't seems to be the correct way to do this.

    3) Have a sprite move along a straight line and have it spawn a row of 20 stationary bullets then after X seconds have the bullets travel and accelerate in X direction, X distance and X speed

    4) How do i have a sprite to shoot bullet A 3 times > stop > shoot bullet B 2 times > stop > shoot bullet C 4 times > stop. Something like a script to tell my sprite on when to shoot, what to shoot, how to shoot.

    I'm hope i'm clear on what i'm trying to explain here and i have attached a link before on what i meant be bullet bursts

    youtube.com/watch

  • ikke2902

    Oh thanks a lot for your help!

    Thanks both ikke2902 and LINE000

    Now i can carry on with my game development

  • LINE000

    Thanks for the advice, i have tried but it still doesn't work. I have attached the capx file as below

    we.tl/fQHF9smnwJ

  • Hi guys,

    I have been using construct 2 for a while now. I'm trying to create a bullet hell game and have encountered into a little issue which i can't seem to solve.

    I'm trying to create an turret enemy type that does shotgun spread kind of shots. But i do not seem to be able to implement it together with the turret behavior.

    I could do it while firing as a player but not on a turret behavior.

    I have attached the cap file and could someone help me?

    Btw is there a bulletML version for construct 2? I can't seem to make it work with the current version of bulletML.

    we.tl/eursBLU0U5

  • Ldk thanks for this, i will take a closer look when i'm free and post an update here again.

    Lunatrap it was suggested by another user here as i want the enemy to chase the player, the enemy has both platform and pathfinding behaviour in them. Do you have a better way to just use platform behaviour and have the enemy chase the player too?

  • Bump for more pros to look at it

  • anthonydsf Hi, no problem mate. Maybe you can help me take a look at a few of my problems under this thread.

    Edit.....oh damm my rep is too low, i cannot post the thread link. Maybe you can search for the thread named (A few issues on attack animation and enemy behaviour)

  • Yeah I got to that same point when i was working with your project and i couldn't figure it out

    I do not have any issues with it on the game I am working on but for some reason i can't get it to mirror right non yours lol

    ZeroBelow Yeah. It's very weird right? I mean, if you have already set the collision box to the imagepoint and since it's already set to mirrored and non-mirrored when you push the left and right key. The collision box should position the same.

    Is this a bug? Maybe the developers of Construct 2 can take a look at this?