kasanobanana's Forum Posts

  • lionz Couldn't you just setup show layer for skill menu visible when xp variable is over a certain amount, then have three separate spaces, (I don't have a better word to describe it), use choose for skills ( kind of hassle if each number is a skill, like 1,2,3 are progressive, so you can only get 2 if you have 1, so making the list will kind of suck but whatevs)

    And spawn sprites and text for each location. Then destroy after chosen.

  • So I'm making a top down shooter, and thinking on how to make different character skins. Since all the characters are roughly the same shape, I was thinking that I would have the base of the hierarchy would be an octogonal shape, since that is the easiest for me for collision checks.

    Anyway, on top of the hierarchy would be a variable check, or maybe a dictionary check, to see if the player has acquired the skin, and then the player would be using their chosen skin.

    Anyone else done something similar? If there are better practices than relying on the same hierarchy, I would be glad to hear.

  • Asmodean , thank you very muchhh, I finally got it working. Just to show you the new and improved event page.

    Honestly, I'm not sure why the previous version didn't work. Maybe I had two booleans and the event page was confused? Or having two different end events both asking to reset reload values when reload is zero. Anyways, it works now that the events point back to only one reload value, and utilizing one boolean.

    I probably need to understand sub-events better and when to use them lol.

    Hopefully other people will find this useful!

  • Are you sure it's not another problem? It works fine for me.

    AsmodeanHonestly, I think something in my current project is blocking it from working properly. I made another project, playing with it and yeah, works as intended. Thanks for seeing if it works for you also.

    Jubilee commences. Now, just need to find out what is blocking the event from working.

  • > Like press once, and done. Instead of holding R down.

    Now I understand. But it should work. Only press R once should work.

    Eh, but it doesn't lol. Anyways, I'm appreciative of the help, it was useful. Need to keep playing with it so eventually everything works.

  • Don't you want an automatic and a manual reload?

    AsmodeanYeah. The player will move via WASD, and holding the R button down while simultaneously also pressing WASD, doesn't seem realistic. Like press once, and done. Instead of holding R down.

  • Asmodean, I got it to work. This is the event sheet. But I rather just press the button.

    I don't see why just pressing the button, which sets the boolean, and while boolean is true, automatically subtract from the variable. And when variable is zero, just reset everything. I'm trying to build a top-down shooter, and while thinking about it, the logic I formed doesn't seem bad, but I'm doing something wrong. Sigh.

    The normal ammo system, when shooting bullet amount until zero, resets properly, and does the countdown from 5, but when pressing the reload button, pressing R, is supposed to countdown from the reload time, but instead the value stays static, and does not calculate.

    Holding the R button down, does subtract properly until zero, and resets the bullet counter. But most games just allow you to press R, and forget about the reloading system. What am I doing wrong?

  • citron2010 & TomoloGames , I just tried this, it doesn't work sadly. My value is 5/2 and ceiled to 3, so even with your suggestions, the text display is locked at 3.

  • Even events like this don't work.

  • I'm trying to reset a variable to zero after pressing keyboard button. In this case, clicking until zero. When I click to zero, the text correctly displays counting down from five. When I use the button, which divides the reset time by two, and ceils the value. But the variable does not subtract, so clicking until zero is the only solution which works properly? What am I doing wrong?

  • We really need an article or at least pointers about hierarchies. I am a newbie at construct 3, and seeing other people's projects that utilize the hierarchy system but the construct layout does not showcase when the hierarchy is being used was quite frustrating. Eventually clicking the show hierarchy button was very therapeutic when stressed out and finally understanding what was going on.

  • Nevermind lionz, I figured it out. For future reference, this is what I did.

    Even though the bullet: set angle for motion, says angle, you still need to type angle. So put angle(main-object.X,main-object.Y, receiving-object.X, receiving-object.Y).

    So now the bullet will head towards the sprite/object you want to receive the bullet. If you reversed the main-object and receiving-object, the bullet will go the opposite direction.

    Oh, and don't forget to turn off set angle in the bullets behavior box. And make sure to not use or delete any events that use rotate to (receiving object) or set angle towards (receiving object). Just use the steps above.

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  • lionz So what should I put in to bullet: set angle for motion? I was dumb earlier, and put player.angle, and since my player was always at 0, the bullet went 0 degrees. But I am at a loss at how to now direct the bullet back to the player, using bullet: set angle for motion. I want to do (player.x, player.y) but that isn't an angle. Now the bullet sprite, is not moving towards the player.

  • I'm trying to make an enemy sprite (a mushroom) move towards the player. The bullet is working properly moving towards the player, but then the sprite is rotating. I don't want the bullet enemy sprite to rotate during movement. I used the "set angle towards position" & bullet speed. I also tried using "set bullet angle of motion" & turned off "Set Angle" for bullet behavior, but the enemy just goes to the right or whatever was the directed angle.

  • lionz To be honest, I don't really know what is the cause of the random reset of best time recorded. It happens in a 2-3 week interval. I don't think its my action causing the reset. Maybe just my fault in my code?

    Honestly, I chose to use local storage, as I want the data to persist. I don't know if global variables can remain static, even after the app closes.

    I ended up doing this

    I will update this post in a few weeks if successful and the time recorded works as I want it to function.