lionz's Forum Posts

  • Many ways to do it but the easiest might be pin behaviour, apply pin behaviour to the objects, pin them to the submarine in their starting positions and they will move with it.

  • Say I wanted a boss to dig underground, effectively disappearing from the stage. Seconds later, four piles of gravel appear, one containing the boss. If the player attacks that pile, the boss takes damage, pops up, and all other piles disappear. If the boss’ pile isn’t touched, the other piles explode into bullets, two shooting either way horizontally, one shooting up, and two at 45 degree angles. After this part of the attack, the boss charges up, then creates an explosion that you have to get away from.

    Look into using instance variables. You can give the boss a 'state' variable to control what it's doing.

    boss.status = "digging" > trigger dig pattern

    wait 2 seconds

    boss.status = "underground" > trigger gravel pattern

    gravel pattern > create 4 gravel at x,y > choose gravel UID 0-3 and assign one to be the boss, at this point also assign gravel.angle for shooting later

    player attacks gravel where boss=true > boss take damage, destroy gravel

    player attacks gravel where boss =false > destroy gravel > spawn bullet at gravel.angle assigned earlier (i.e. 0 shoots to the right, 180 to the left)

    boss.status = "charging" > trigger charge attack pattern > spawn explosion

    Another example, the boss jumps around with his sword out in front of him. After five jumps, he hops to a high up part of the stage unreachable by the player and begins to throw bullets down at the player.

    Add a counter variable, every time the boss jumps add 1 to it, when it reaches 5, run the pattern for jumping to the higher stage and spawn bullets

  • Yes it's possible, but the question itself is too generic, 'how do I go about it'. You can use conditions or run functions that happen when something is true. If the boss hp is half then increase the damage done. To cycle attacks you just run a function which is a pattern of attacks and when that ends run another function. You can use 'choose' to set a variable randomly and pick functions to perform them in a random order.

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  • If angle is greater than 90, set to 90. Specifically it could be if angle is clockwise from 90, then set to 90.

  • I seem to remember I tried this ages ago and couldn't find a way to do it, to apply separate colours while the list box is in selection. You could always create your own, probably better if it's for a game to not use a restricted css object.

  • Depends how you are setting the items but the basics is set selection to index 0 and set color "blue" etc...

  • You probably have all sorts of animations playing on PlayerSprite set by other events. What you're looking to do is have when trans="super" - set anim frame to 5. Your current events only set the anim frame to 5 when you overlap the power up but it won't stay like this if you are setting other animations and it won't be a visible change when playing the game.

  • Well the 8 direction behaviour and pathfinding are there for top down RPG games. The way you have done it you need to do something like if player.bullet.angleofmotion is between 45 and -45 then play 'up' animation, between 46 and 135 then play 'right' animation, that kind of thing.

  • Yes in project properties on the left the 'Fullscreen in browser' is set to 'letterbox scale' by default, try some of the other options like Scale or Crop to show the full browser.

  • If you're going to work the logic in that way then you have to set the animations based on the current bullet angle of motion.

  • Hi, in event 51 you need to add a set level to 1 action.

  • Yeah you can just create those and set their position during run time.

  • Are you sure you have enough layers already? haha. I don't see a problem with having each in their own layer which you lock and then move them to the correct layer on start of layout. I wouldn't deal with 200 objects in the editor though, I would find out what I wanted to do in game and make logic to create them during run time, but that's me.

  • Events 13-16 you're checking if Joystick is greater or less than its own x,y? Shouldn't that be Joystick.x greater than Back.x etc

  • I don't know what else to say except yes that should work.