lionz's Forum Posts

  • You can use vector x on platform behaviour for this, so if enemy collides with you from the right side you would say player set vector x to self.x-20 or something. The 20 is number of pixels so you use this to adjust how far you are knocked back.

  • On the bullet's bullet behaviour set Set Angle to 'Yes' (ticked). Logic looks fine, you changed the bullet's angle but the bullet behaviour is probably not using the angle as the angle of motion. Alternatively you can use bullet set bullet angle of motion instead of set angle, if that's not too confusing.

  • It needs a better tutorial. The way that tons of information is thrown at you is annoying, I start the first level and get introduced to every menu all at once. You can't really expect a player to jump into the gameplay and instantly know what everything does, better designed if you guide them through it. The information for all those circle icons was ridiculous. The first castle has too much health as well, very tedious.

  • Instead of distance 5, use a global variable which is initial value 5. Then you add logic, on enemy destroyed : add 1 to global variable.

  • There is no speed linked to line of sight, rephrase?

  • Post the events you used

  • Umm you have it set to play constantly. Try a system > trigger once combined with the tracknum=x conditions.

  • The rockets are acting independently from the player, they should be using the bullet behaviour so they act like a bullet and set angle toward player means they will direct towards the player location. Also to note you need to set angle toward player constantly or it will just pick the original location of the player and just go towards that and never update and follow the player.

  • Not really, you want to set the angle toward a position if it is like a homing missile. Your object with the bullet behaviour is a sprite? Use sprite - set angle toward player.

  • Set angle toward position : player.x,player.y

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  • Umm you are not destroying the objects? You need an event when the bullet on collision with family, destroy family.

  • Hiya, it's system (the cog icon) > compare 2 values. First value, family.count. 'equal to' Second value, 0. Then the action on the right side is 'restart layout'.

  • Hmm you said 3 guns. You mean one gun object that animates between 3 frames? You use a condition, depending on frame=0 or 1 or 2, you set the angle of the bullet to 0, 90 or 180.