Human's Forum Posts

  • This is my basic sidescroller setup.

    X conditions with animation names like shotgun or attack1 don't allow player to walk jump etc. if he is attacking so the attacks are not canceled.

    Istance variable mirrored checks which way player is facing so the bullets go the same direction.

  • you can create instance variable that changes fired projectiles

    1 is gun

    2 is bomb

    3 is laser

    4... etc.

    then use instance variable condition to choose which numbers summons what.

    after each attack object makes the instance variable is changed (you can use random(1,4) so it shoots randomly)

  • what happens to the objects on collision? is first one delated or do they stay next to each other?

    try to add everytick to collision detection.

  • 1)

    condition oncreated

    wait x time

    set speed 0

    wait y time

    set speed 100 (example)

    3)

    condition oncreated

    wait x time

    create object

    wait x time

    create object

    wait x time

    create object

    etc.

    below that make another action with set angle, speed etc.

    4) dunno what do you mean

  • I have no idea how to use your solution, but...

    This is what I did:

    global variables

    Spawn - is spawning allowed? this waits untill there are no enemies left.

    enemycount - checks how many enemies have been counted

    cenemycurrent - checks how many enemies are alive

    checknumber - checks if checking of enemy current is in progress, if it is it stops it from looping.

    It works perfectly so far, enemies do not stack on each other.

  • you could pin it on every tick to custom image point that is on the certain width.

    Create new image point and then create event with condition Everytick, then use Set position to another object and it should work.

  • make negative conditions so the animation is not stoped by other events.

  • Make event where if animation "Kick" is played the platformer max speed is 0 and when it ends it goes back to default speed.

  • Thank you, so simple and yet I could not find it (actually I used it once myself, but forgot about it, silly me)

  • No, the enemy has to always know on which side player is, no matter if he sees him.

  • I try to make a platformer where enemy always goes in the direction of a player, but I can't find a way for detecting on which side of player enemy is.

  • House is not finished and these gifs are old ones (first no hair animation, second no chest belt).

  • I want to make infinite number of waves that double the amount of spawned enemies after previous are defeated untill its 100 of them (then they keep that number). Also enemies cant bug each other when spawning by stacking on each other so they need to have time pauses between each spawn.

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  • Its not paid, isnt it?

  • sent it on pm