LittleStain's Forum Posts

  • I myself would go for a different approach and create two families..

    One for the pieces and one for the example/background..

    family1 is overlapping family2 - check some variables and act accordingly..

  • I'd be more than willing to help, if helping didn't mean creating it for you..

    I gave a very badly made example and all you did was add one event that didn't work as expected..

    I was hoping to see your code and give some advice as to how to get closer to your objective..

    So what you'd like to do is when sprite is overlapping another sprite, check if the sprite would fit.

    All you would have to do is create conditions on drag and drop drop, to check these..

    A rotated triangle won't fit inside a non-rotated square, etcetera..

  • your question isn't really clear..

    What is it exactly you want, what do you mean with "like this" and what part of it is troubling you?

  • To fix this issue it's important to see the events you use.

    If all zombies die, you are not picking the zombie.

    The zombie you want to be destroyed should be referenced in the event/conditions.

  • Thanks for the picture..

    I'm not quite sure in what way this picture should help with answering your questions, but it's nice..

  • Try posting the URL without the "https://www" part.

    I think that should work..

  • C2's destroy should work just fine if implemented in the right way..

    There must be some settings and/or events that produce the unwanted effect..

    I can only guess, because I haven't seen your events and or game, but maybe enemy HP is a global variable and you are not resetting the variable when restarting layout?

  • Well we could go and guess what you are doing, or you could show us..

    I'm not sure what you mean by a spawner, as far as I know there is no spawner object in C2.

    you probably mean either the sprite spawn action or the system create action..

    Both of these create objects at a location you specify, but neither has anything to do with the fact your enemies all act the same..

    If you want a specific enemy to do a specific thing while other enemies do other things, you should make it clear in your events which enemy you want.

    My guess is you are using the system compare action, which doesn't pick any instances..

  • I don't understand any of the --- or ### , so without any further explanation I don't understand the question and as such won't be able to provide an answer..

  • There is no right or wrong, it all depends on what you want and/or feel comfortable with..

    You already say you want to open a window, which is a choice, because you could also just animate the menu to show the options.

    Creating a "pop-up" could be done by revealing a layer, but also by creating all the new elements in events and/or changing the function and look of elements already on the screen.

    Layouts are separate, so one layout can not be shown within another layout, global layers are available though..

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  • RamPackWobble

    we already got alot further in this thread:

    But maybe you could shine your light on it..

  • > ( Global or local variable can also be object variable )

    > Add Variable Charge set to 0

    > Add Variable Damage set to 2

    >

    > ( Event for the "Charging" effect )

    > Event :

    > If Charge = 0 ----> Damage = 2

    > If Charge = 1 ----> Damage = 3

    > If Charge = 2 ----> Damage = 4

    > If Charge = 3 ----> Damage = 5

    >

    > ( Event for set the maximum charge of the Weapon )

    > Event :

    > Evry tick --->

    > Charge = ( Max Charge for exemple 3 seconds ) 3 ----> Set Charge to 3

    >

    > ( Event who define how many time you charge your weapon )

    > Event :

    > Evry 1 seconds ---->

    > On mouse button is down ---> add 1 to Charge

    >

    > ( Wepon event )

    > On Mouse button released ----> Spawn Bullet

    > -----> Set Charge to 0

    >

    > ( Ennemy Side )

    > Event :

    > On bullet overlapping ennemy ----> Destroy Bullet

    > -----> Substract Damage to Ennemy.Life

    >

    > Hope it's what you need ! =)

    >

    and if i have 4 different projectile sprite? there is the basic bullet, the lvl 1 charge, lvl 2 charge and lvl 3 charge how would i make that?

    Couldn't you just use instance variables on the projectiles?

    Oh If you mean you have different images for the different charge, the easiest way would be to use frames or animations for them and set them according to the projectile charge.

    Or on bullet fired and charge=1 spawn lvl 1 charge, on bullet fired and charge=2 spawn lvl 2 charge

  • What do you mean by the next screen?

  • that was it. Thats exactly what i was looking for, just didnt know how to do it It actually still bugs out a bit for some reason if you fiddle with it,the top part gets stuck for some reason sometimes, but this works for me though.

    Thats a great example to make it a "tank-like" movement, my guy is going to be a soldier so cant have that clunky movement going on

    my sincerest thank you!

    Yeah, there is still a lot that can be optimized, but this is a good step in the right direction..

    What do you mean with clunky movement?

    increasing the clockwise rotationspeed will take away the slow turn, but keep some kind of turn instead of changing directions instantly..

    I think it looks perfect for a soldier at 22.5 degrees every tick (but ofcourse these are estethics)..