LittleStain's Forum Posts

  • Guess this is a picking problem.

    give the projectile an boolean variable HasBeenFired (or something else) and set it to false.

    on released or shot set the boolean variable to true

    When you try to reload the catapult be sure to check that only a projectile is loaded with variable hasbeenfired is not true.

    (condition boolean is true inverted (right click - choose invert)

  • The capx has a third party plugin "chrome console" that I don't use, so I can't open it.

    Maybe it would help if you set it up this way (I don't know if the slots are there for any other reason than handling the position)

    player on collision with part:

    • slot destroy
    • part destroy
    • player spawn part at imagepoint
    • part pin to player

    I think it would be easier.

  • Actually for this purpose you wouldn't need the clamp expression.

    let's say the desired area is a rectangle starting at x=100 y=100 and ending at x=200 y=250

    this code would do just fine:

    Every x seconds

    • system create object

    x: random(100,200)

    y: random(100,250)

  • Right click on the group name, choose edit, remove the thingie from the checkbox active on start.

  • You could define the area with the clamp expression.

    clamp(spawn.x, minimumx, maximumx)

    clamp(spawn.y, minimumy, maximumy)

  • in physics property are your square objects set to collision mask : bounding box?

  • That all looks like Chinese to me so it's probably some script language..

    I'm glad C2 uses event and not script.. :)

  • target set position to mouse.x(0),mouse.y(0)

    The (0) stands for the layer and therefor will respond to the scaling.

  • If you mean by a string containing the name, you should take a look at a third party plugin called nickname.

  • wouldn't on bubble destroyed add one to counter work?

    Or you could use

    for each bubble

    system compare two values: bubbles.lifetime < 0

    • bubble destroy
    • add 1 to missedbaubles
  • I'm sorry, but I can't.

    The way you are talking about it is like you want everything physics does, but without physics. That will never work. Either you use physics and accept the low fps or you are going to have to accept some changes.

    From what I've seen of your program physics shouldn't have this much effect on your fps. I haven't seen your code and or the way you have your objects set up, so I can't be sure, but I think it should be possible to get your game up and running with physics.

    Otherwise you will have to decide what you will have to change to keep the game challenging without using physics. Some things can be faked, some can't. And some things that can be faked need a lot of tweaking before looking right.

  • You should edit the groups "enemy has target" and "enemy no target" and set them to not active on start. That takes care of the problems at start.

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  • I have no idea how you have your events set up at this moment.

    It could be using the physics behaviour isn't even the issue, but the way your events handle things.

    I'm not sure what the effect is you are going for and therefore I can't really help. You can give bullet objects direction and speed, you can use the set angle to no and manipulate it through events. You can fake dampening, force and elasticity through events, but only if you know what visual effect you want and if you divide that effect into the little pieces that visual effect is made up off..

  • Similar, yes.

    The same, no.

    The more you want to imitate what you have right now, the more code it will take, but I think if you start by using bullet behaviour with gravity, you are well on your way.

    If you do, please save the project under another name, as to not break what you currently have..

  • Your questions aren't really very clear, but this might help you:

    • give the enemy a variable shootingchance

    for each enemy

    -enemy set shootingchance : floor(random(201))

    subevent:

    enemy compare variable shootingchance = 200

    -enemy shoot

    if enemy hits wall

    pick all enemies - perform action.