kwagsyre's Forum Posts

  • 8 posts
  • fixed it. just had to change to collision with another object instead of overlapping another object

  • ok nvm that didn't seem to fix it

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  • i feel dumb now lol. Fire was on the wrong layer

  • Enable collisions is checked on Fire

  • Fire isn't dealing damage, activating hurt animations, or getting destroyed on overlap. MagicBeam is working properly. These should be working like 'if health > 0 AND (MagicBeam overlaps Golem OR Fire overlaps Golem),' right? But Fire isn't working, and I'm just confused.

  • I *kinda* figured it out. I just have a group called Weapons outside of my canShoot boolean that has a separate event for each weapon to change angle on create to a global variable weaponAngle. Then the set angle in my canShoot boolean is replaced with set value of weaponAngle to the angle it needs to be.

  • I'm still confused on this. I found this option for specific objects like 'Fire on created' but idk how to do just a general 'bullet on created'

  • So basically, I'm making a twin stick shooter where the weapon randomly changes from among a list of prechosen weapons. I'm storing those weapons in an array as strings and referencing the array index to create the object. The only issue is I'm not sure how I should go about changing the angle of the bullet. How would I reference an object if the object that's needed to be referenced is constantly changing?

  • 8 posts