izicial's Forum Posts

  • If you replace the family with the holy water it works. You don't need a for each, as the "on collision" is a trigger so it will trigger for 1 object only at the time, so you can remove the for each.

    So in other words I will have to scrap the idea of using families and create events for all of these separately? (or at least the weapons like the holy water)

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  • Maybe replace "on collision" with "is overlapping + trigger once". But to me it doesn't seem like the "for each object" there is needed

    Ya, that for each was just me trying to fix the problem. I removed it and did what you suggested, but that didn't make a difference at all. I just don't understand why it is doing this.

    Now some of them are flying through the ground instead of just bursting like before.

    Perhaps I just have my entire system set up like crap?

  • Most likely that's happening because the conditions refer to "Subwep" and the action refers to the bottle only. Make everything use the "Subwep" family instead

    Doing this causes the game to lock up.

    I think doing that makes the game infinitely spawn fire objects were the bottle lands instead of destroying it properly.

  • What hangs in the air? The bottle or the fire?

    It happens when a bottle hits an object it causes the ones in the air to activate and freeze mid air.

    Originally I had it set up that the fire and bottle were one object and would play "fire" animation when hitting an object. This had the same problem but adding "system for each" to it fixed it but would give me lots of errors and crashing.

  • Bump. Still having troubles with the holy water projectile and AI.

    Help would be much appreciated

  • Maybe put the on start of layout command in a group and then have that group be disabled after the first time it is started?

  • I can't remember off the top of my head but I think it had to do with either opting out of Google's new privacy policy (were they combined their 70+ policies into 1) or it has to do with opting out of Google ads.

  • Without a .capx or seeing how you coded it it is hard to even try and come up with a solution to your problem.

    The only thing I can think of to comment on right now is that you could have an item set its Global variable to 0 after it is collected and make it so that if the items variable equaled 0 then it would not spawn.

  • It looks like a pretty good game. Fairly good graphics, I can see why it doesn't run well on older devices.

    I don't mean to rag or anything but why the name? Flap space? Seems to be capitalizing on the whole "flappy bird" sensation.

  • You could just set it so that every time it starts have a stop music then under it have a start music action. That way the music is always stopped every time it starts again.

  • I have tried many different ways of setting up my holy water projectile which is supposed to hit the ground and burst to flames. It does this perfectly, however, when I use it to quickly then it hangs in the air and I can not for the life of me figure out a way around it. I why it does it but can't find a way around it.

    My second question is if anyone with some experience might know a way to improve or further streamline my system. I know its fairly function heavy and I'm not sure if I am going about this in the right way.

    A third thing to add in real quick would be any help on enemy AI. I have read what little information there is on Scirra but most of it is for top down games were path finding can be used. Any links or help in this regard would be a great help.

    All help is appreciated

  • I can't imagine why it would matter, but you could always have it there and then have an event move it just in case.

  • Thank you very much on both aspects. I knew there was something I had to add to the random part and I just couldn't remember.

  • What I want to happen is for the enemy to chase the player.

    I also need him to randomly set an attack. Which I planned on doing by set wep to random(1,3) Then if wep = blah blah use attack.

    I was hopping for some help on how to do this because my distance formula doesn't seem to work as he will either infinity use his weapon (if set to greater than) or never use it at all (if set to less than).

    I also need him to do things on the Y-axis by jumping and such but I figured I could figure that out later.

    If I am going about this in all the wrong ways please tell me

    Any and all help is appreciated,

    thanks

  • i think, since they are so different, you would have to set events for each of them separately. You could, however, use functions with parameters for the things they might have in common, and to save some space and improve performance by some fraction.

    Shoot, I figured.

    Does anyone know how I might make these projectiles behave in this way?

    I figured out the arc in the axe. Just had to find the right combination of gravity, speed, and angle.

    Still need the cross boomerang action. Using the sine command I can get the desired spinning effect but is there away to make it fly off the screen after 1 complete wave? (I kind of did this by disabling sine after 1 wave and using a bullet behavior)

    A weapon that bounces off walls but only a certain amount of times.

    A megaman style shield weapon.