izicial's Forum Posts

  • What I am trying to do is simplify my system by using families for my projectiles.

    Like I have it set up so that if "subweapons" family hits "destenvi" family then it subtracts 1 hp and destroys the weapon.

    However, I am having trouble making these weapons act differently. Like the holy water weapon will explode into fire that will last for a second or two before going away.

    Knife = straight line normal bullet type

    Axe = Upwards arc coming back down

    Cross = boomerang type (Goes out so far then comes straight back)

    Holy Water = Drops down explodes into flames.

    I was wondering if these sorts of things would be possible with families of if I would have to make events for all of them separately like I was painstakingly doing before.

    I also know about UIDs and I'm sure what I will need to use them somehow if I am using families but so far I am unsuccessful.

  • I'm using families to group all bullets. But appears you're using the free version so you'll have to do it for each separate object

    Let me break it down for you

    self.X+(sin(self.aAngleMov)*(dt*self.speed*(1-paused)))

    - Self refers to the object doing the action. Saying "Self.X" on an action for the "Bullet" is the same as saying "Bullet.X"

    - "sin(self.aAngleMov)" gets the X-component for the angle (while "cos(self.aAngleMov)" gets the Y-component)

    - "*(dt*self.speed*(1-paused))" is the speed. "dt" is so it moves at the same speed regardless of the fps. "speed" is an instance variable for the bullet. *(1-paused) is just because of how I made the pause in my game

    So in the end, you're setting the X of the bullet to

    "Its own X" plus "the X-component of its angle 'speed' times"

    Ok I see what your getting at and it does make sense, but I can't seem to make it select a weapon like the knife or the cross or axe it just keeps randomly selecting one. The projectiles also don't seem to go anywhere no matter what I set the angle/ speed too.

    Someone said I just spawn the knife and it takes on the "family properties" but that doesn't seem to work either.

    I'm sorry I'm such a pain but your help is greatly appreciated

  • Oh no there just aren't any tutorials on families that I saw or anything like them.

    Wow this is going to make things a lot easier.

    Can't believe I was going to make a game without knowing what families are.

    So ill try making all the bullets into a family and come back with what happens

  • Cheers for your input, I made this game as a kinda test to see how it all works. I did intend to make it a flappy bird clone. The intension was to see how people would react to the sky changing from day to night until the stars twinkle. I am new to this all and I'm thankful for all your feedback as it is the users we want to make happy. I will adjust the volume. As it does become annoying. Could mute the device it's being used on. Again thank you.

    I bet that would be kind of neat but I can't make it far enough to see it do that lol.

  • In my game (the one in my signature) I also have lots of weapons and you can shoot left and right. The way I did it is that the player has a variable called "direction", and when he faces right direction is 1, and left is -1. Bullets also have this variable, and it sets if it is mirrored or not

    The weapons all move based on math, so no behaviors. And instead of setting its angle, I use a variable to tell the angle of the weapon movement.

    Example:

    [attachment=0:3aonz83i][/attachment:3aonz83i]

    So did you have to do this for each separate projectile or is there a way to...idk what I'm thinking of (heh).

    So what I should be doing is each weapon will have a variable for direction. But your math equation is giving me a headache.

    Self = Were the object actually spawns right?

    amovtype variable is the "angle" it moves and the second part is setting how fast it will fly?

    The rest is just whooshing over my head.

  • Yep its a flappy bird clone alright.

    I would suggest changing or at least making the sound effect when you pass the pipes quieter as it is pretty annoying.

    I would also change the pipes to something less Mario esq.

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  • Ah, you just need to fix the collision polygon on the "player" object. The two points on the bottom are 1-2 pixels from the very bottom of the sprite

    Ok thanks, that helped a little bit.

    Do you think the way I am handling projectiles is going to be efficient later on in development? They just seem sort of buggy the way they are now.

    I know I'm asking a lot and I appreciate all the help.

    Like you said to use mirroring and that worked beautifully for the whip but when I try and do that for the "thrown" weapons they just fly in the same direction.

    Controls: A and D move. W Jump.

    S Changes Subweapon.

    Space Throws Weapon. E uses whip.

  • You're rotating the whip and since its origin is not centered on the image of the whip itself, it rotates off center. You should use the action "mirror" to flip things from right to left. The knife is properly centered so you don't notice that it rotated.

    I don't see the character inside the floor here

    Oh I see thanks a bunch for that and he does sink in about a pixel or two into the floor and the platforms. He does it a lot if you destroy two of the blocks and only stand on one of them.

  • Check this other topic with a similar question that I answered recently:

    Thanks a lot, I must have overlooked that thread when I was searching.

    Now my whipping animation works perfectly to the right but appears very low when I do it to the right..........

    My knife throwing animation doesn't do that and I have it set up the same way so I have no idea whats going on there.

    Also does anyone know why my character appears slightly inside the floor he is standing on?

    All help is appreciated, thanks.

  • If you are moving, then you are probably telling C2 to play the moving animation before the attack one has had a chance to barely get started...

    I understand that, but how do I fix it?

    I do tell the game to stop him from moving when the button gets pressed but it doesn't make a difference.

  • What I'm trying to make is a character that moves in a "Castlevania" esq way.

    I can get many of the animations to work properly but they conflict with each other a lot. I'm fairly new with construct and have searched for a few hours and haven't found much to help me.

    If you go onto Youtube and look up something like Castlevania SOTN Richter you will be able to see what kind of thing I am going for. (Walk, jump, throw, whip, slide, ect).

    I just can't figure out a good system to make it work with. I have searched and tried many things but for some reason I just can't get it to work.

    Any help would be greatly appreciated.

    EDIT: My main problem at the moment is the fact that if I am moving he will not properly use either of his attacking animations (E and space bar) however, if I am just standing still then he will usually do them no problem.

  • I also have many of the same questions.

    I have something that's a little more towards the actual question though as for as .cap files go.

    What I'm trying to make is a character that moves in a "castlevania" esq way.

    I can get many of the animations to work properly but they conflict with each other a lot. I'm fairly new with construct and have searched for a few hours and haven't found much to help me.

    If you go onto Youtube and look up something like castlevania SOTN Richter you will be able to see what kind of thing I am going for. (Walk, jump, throw, whip, slide, ect).

    Any help would be greatly appreciated.

  • Heh I must have missed the whip part. Thanks a bunch on deleting that condition that solved the problem right up.

    Though they are very stuttery now and I can't for the life of me figure out how to make him do them while moving (He should simply stop, do it, and then let you do whatever again) but any way I successfully stop him he because unresponsive and any time I make it so he will act again he won't properly stop

    Once more any help to my noob butt is appreciated.

    New file attached

  • Ahh thanks. I did find that but I figured out that the layout I was using had its default set to Chrome even though my programs default was FF. Not sure why they would do it like that but I figured it out .

    Thanks for the help.

  • I can get the walking, standing, and jumping animations to work beautifully, however, I am now trying to make my character throw a knife and use his whip.

    I set up these animations just as I would any other but they don't seem to want to play. It's even stranger when I am walking and I hit the button to throw a knife and it plays in the middle of the walking animation but won't play if he is standing still. The whipping animation simply refuses to play at all.

    NOTE: The knife spawns even if he is standing still but the animation won't play.

    Any help with these issues or any other suggestions for my game would be greatly appreciated,

    Thanks

    File is attached below