lionz's Forum Posts

  • Although the family instance variables are used and apply to all family members, they can be set separately. So if you have a family instance variable BulletDam, it will appear on all bullets as a variable but Bullet A can be set to 10 and Bullet B can be set to 20.

    So you set the individual bullets A and B up on a sheet, where they have their default values for BulletDam. Then when you do the general event if Family Bullet is overlapping Family Enemy, subtract Family Bullet.BulletDam from Family Enemy, in just one event you can set up something where any bullet overlapping any enemy will subtract its own damage from the enemy. I think that's what you wanted, in just one event.

  • You mean to auto create the collision? Well C2 just does a guess, it's up to you to add more points and shape it how you want. Shouldn't take too long!

  • You took out the code that makes direction 1 and 0 mean something. The reason it's still moving and toward the right is because it's set to a bullet. I sent a PM anyway.

  • This is pretty much what families are for, you can combine all bullets into a Bullets family and all Enemies into an Enemies family. Then you have family instance variables so a bullet family damagedealt variable will be available on all individual bullets.

  • Oh yeah, load image ignores picking for some reason. Oops.

  • You need to pick the object and in this case you could use Pick nth instance where 0 is the first button, 1 is the second button. This is essentially picking by the object's IID which is the order in which the buttons were created. Currently you are just applying to all button objects.

  • Not really; a single sprite, multiple sprites or tilemap seems like the way. It's up to you how detailed you want the collision but it could be performance heavy if you go too wild. Looking at the drawing though, it doesn't look a great deal away from flat lines, more like an artistic style. Maybe a simple box polygon is fine and the zig-zag bit will be okay with a diagonal line?

  • If you want the nearest enemy to player, create an event using the enemy, select Pick nearest/furthest from the list and then set the x,y co-ordinates to player.x,player.y

  • You could use a tilemap to create an object similar to this where you can edit the collision of individual tiles. You could also create that as one or a few sprite objects and edit the collision shape in the image editor but I think that's heavy on performance if you use too many 'points'.

  • You need to pick using the family. Replace the npc controller object with the Animations family.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It does select 5 but changes to 3 further down due to Construct 2's top down structure. There are probably many ways to fix this but when I'm doing this kind of cycling I lock out the top to bottom picks so only one is ever picked per press.

    See in the image how I added the variable 'pick', this allows it to select only one weapon every time 3 is pressed. Then when a weapon is selected on the right 'pick' is set to 1 which then locks it out for the remainder of the checks. Then I reset 'pick' to 0 at the end after all possible weapon checks.

    https://www.dropbox.com/s/xku0snl9lmaqzrx/cycle.jpg?dl=0

  • I could do events for enemy AIs I guess... but I'm best suited to QA, finding bugs but also finding out where they went wrong in C2 as a result. If it gets to a point where you need someone with knowledge of C2 to test the game but also help debug and find the cause in C2 then let me know. The game sounds interesting!

  • Pretty much what you've done except instead of on collision with the friendlybase, create a much larger invisible sprite that is pinned to the base for detecting the collision. This will then remove the darker tiles from further away.