kiugetski's Forum Posts

  • it still work the same on construct 2 i have both license its simply i prefer c3

  • + Turrets: FSM = "Rotate"

    + Turrets: [X] FSM = "Shoot"

    + Turrets: [X] FSM = "Wait"

    -> System: Wait 3 seconds

    -> Turrets: Set FSM to "Shoot"

    + Turrets: FSM = "Shoot"

    + Turrets: [X] FSM = "Rotate"

    + Turrets: [X] FSM = "Wait"

    -> Turrets: Spawn Bullets on layer 0 (image point 1)

    -> System: Wait 3 seconds

    -> Turrets: Set FSM to "Wait"

    + Turrets: FSM = "Wait"

    + Turrets: [X] FSM = "Rotate"

    + Turrets: [X] FSM = "Shoot"

    -> System: Wait 2 seconds

    -> Turrets: Set FSM to "Rotate"

    + System: Every tick

    -> Debug: Set text to Turrets.?FSM

  • you could also make a state machine for that

  • Hi ,

    I really can not understand what you mean . Can you attach a short animation of what you want ? (gif)

    really simple

    imagive a clock device with needles

    now these needles turn around the center point of the clock

    what i want to do is for exemple

    spawn an object on the needle and i want it to always stay on the needle but go from the center point and then all the way to the tip of the needle and then come back to the center point

    while the needle are rotating permanently

  • ok here is what i want to do

    im spawning a bar but this bar will be rotating but on that bar i want to have a ball that will go from one side of the bar to the other side and still follow the bar rotation

    how to ?

  • ok i did forgot to add the mainscript to all maps XD

  • ok here is what i want

    since im gonna have like 1000 space maps

    i want the smallest possible code ever

    from my main scripti would like to do on layout change spawn character ... but i cant seem to make it

    anyone know how i could do it with only 1 event sheet for it ?

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  • coming back from c3 to c2 now i want to remake my game but this time way better then it was

    is there a way to make a global ui and also a global space ship ?

  • ok that worked perfectly ty

    + System: Trigger once

    + System: For each AsteroidBelt1

    + System: Repeat AsteroidBelt1.?spawnNo times

    -> AsteroidBelt1: Spawn Asteroid_spawner on layer "Game" (image point 0)

    -> Asteroid_spawner: Set eAngle to AsteroidBelt1.?No

    -> Asteroid_spawner: Set animation frame to Self.?no

    -> Asteroid_spawner: Set eOriginX to AsteroidBelt1.?eOriginX

    -> Asteroid_spawner: Set eOriginY to AsteroidBelt1.?eOriginY

    -> Asteroid_spawner: Set speed to AsteroidBelt1.?speed

    -> Asteroid_spawner: Set eAngle to random(?AsteroidBelt1.?angleMin,?AsteroidBelt1.?angleMax)

    -> Asteroid_spawner: Set eSAngleOffset to sin(?AsteroidBelt1.?eAngleOffset)

    -> Asteroid_spawner: Set eBandwidth to random(?AsteroidBelt1.?bandWidth)

    -> Asteroid_spawner: Set eCAngleOffset to cos(?AsteroidBelt1.?eAngleOffset)

    -> Asteroid_spawner: Set eWidth to AsteroidBelt1.?eWidth+?Self.?ebandWidth

    -> Asteroid_spawner: Set eHeight to AsteroidBelt1.?eHeight+?Self.?ebandWidth

    -> Asteroid_spawner: Set eX to cos(?Self.?eAngle)?×?Self.?eWidth

    -> Asteroid_spawner: Set eY to sin(?Self.?eAngle)?×?Self.?eHeight

    -> Asteroid_spawner: Set position to (Self.?eX×?Self.?eCAngleOffset-?Self.?eY×?Self.?eSAngleOffset+?Self.?eOriginX, Self.?eY×?Self.?eCAngleOffset+?Self.?eX×?Self.?eSAngleOffset+?Self.?eOriginY)

    -> Asteroid_spawner: Set width to random(?AsteroidBelt1.?sizeMin,?AsteroidBelt1.?sizeMax)

    -> Asteroid_spawner: Set height to Self.?Width

    -> Asteroid_spawner: Spawn Asteroid on layer "Game" (image point 0)

    -> Asteroid: Set animation to choose(?"Veldspare"?,?"Scordite"?,?"Pyroxeres"?,?"Kernite"?) (play from beginning)

    -> Asteroid: Set animation frame to random(?0?,?35?)

    -> Asteroid_spawner: Destroy

  • ok guyz i have made an asteroid that have 35 x 4 frames so 35 frace for 1 type of rock

    how can i make this possible to detect

    i want to detect the fram from 0 to 35 for exemple and this would be 1 rock

  • awwww my bad ty XD

  • + Asteroid: Pick top instance

    -> Asteroid: Subtract 100? from Hp

    -> Asteroid: Subtract 100 from Hp

    ----+ Asteroid: LootHp = 0

    -----> Asteroid: Spawn PowerUpsHP on layer "HPbar" (image point 0)

    -----> System: Wait 0.1 seconds

    -----> Asteroid: Set LootHp to 1000

    this one either none are working

  • + Asteroid: Is overlapping BulletLaser

    ----+ Asteroid: Pick top instance

    -----> Asteroid: Subtract random(?100?) from Hp

    -----> Asteroid: Subtract random(?100?) from Hp

    + Asteroid: Hp = 0

    -> Asteroid: Destroy

    // To add - for every -1000 hp of the asteroid make him drop loots

    + Asteroid: LootHp = 0

    -> System: Wait 0.01 seconds

    -> Player: Spawn PowerUpsHP on layer "HPbar" (image point 0)

    -> Asteroid: Set LootHp to 1000

    its not working whats wrong

  • ok guys here is my problem

    i have an asteroid of 50000 hp

    now im mining him with mny laser but i want him to drop loots every -1000 hp ive reduced

    how can i do it

  • yeah well i was slow to get it