LittleStain's Forum Posts

  • Do you mean on touch start, on touch end, on touched object or is touching?

  • Thanks for filling in the blanks, blackhornet

  • Ok, so I adjusted the collision and set the walkcycle to loop.

    There are still a lot of things not working, but that part is fixed.

    Indiara

  • If you would be so kind to share your capx, we could see what's going on.

    If you copied it exactly, it should work.

  • I would just give the player an instance variable with the sort of bullet they are firing and spawn the corresponding bullet.

    When objects are in a family you can still adress them as isf they weren't.

    So

    for each PlayerUnits - call spawnbullet with parameter playerunits.BulletMatch

    if param = 1 - spawn bullet

    if param = 2 - spawn bigbullet

    Doesn't matter that they are in a family.

  • Problem with having so many questions is I can't answer them all, so I'll just pick a few.

    1 - use the distance() expression to pick enemies within a certain distance.

    4 - I think using choose() would work here, with this you can even make one imagepoint be preferred to another.

    5 - On bomb explode pick all enemies - destroy. or if you only want enemies within a certain distance of the bomb, you could again use the distance() expression.

    6 - easiest way I can think of is having a seperate collision-sprite to check if the top is collided with.

    8 - if the regions are square, you could check the x and y positions of objects against the top and bottom y and left and right x of the region.

    9 - Something like that should work

    Good luck!

  • I know nothing of Java, but those seem to be a lot of values in a row. What they are meant for I don't know, it could be the placement of tiles, but it could also be a very difficult way to order hamburgers at McDonald's.

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  • Could you show us how you have your events set up?

  • Come to think of it, you could remove all the Combohit=0 checks actually, because it's only resetting it to 0 after animation has run.

  • The autorunner example shipped with construct2 shows one way of doing it.

  • I made one without Timer..

    ComboHit-noTimer.capx

    I made it so that when any animation finishes and the combohit counter is still at that animation the counter is reset and the animation goes back to idle.

    You could add extra conditions to only add to combohit when the right animation is playing.

  • Could you disable the solid while finding the path and re-enable it on path found?

    Then make an event if the distance to the walls is close enough to start attacking the walls?

  • If you can't use detector sprites for the angles, you might have to insert the angles directly in the code.

    On overlapping the circular sprites you could set the angle to angle(circle-center.x,circlecenter.y,player.x,player.y)

    I did something like that in this topic (without the circles):

    slope angle platform

    Based on:

    This example in the arcade.

    The original capx, just takes angle numbers instead of sprite-angles.

  • From the manual:

    Enable/disable collisions

    By default, all Physics objects collide with each other. You can disable collisions between the object and another Physics object so they pass through each other. This affects all instances of both object types. Note: enabling collisions again when objects are overlapping can cause instability in the simulation.

  • I guess a lot of this could be done with overlapping at offset and setting angle accordingly.

    you might need extra sprites to detect when corners are reached.