manukeo's Forum Posts

  • hello !

    im a work in video.

    im a a director for ads

    here is our website : trotar.fr

    our vimeo : vimeo.com/trotar

    actually i play with construct 2 and have the projet of doing some indies games.

    i'm currently making a top down shooter, like hotline miami.

    the project is going well , it works and seems promising BUT

    im not a coder and i've got a slow frame rate on my prototype because i dont know how doing it better.

    i can make game design, story, all graphism, game play, but i would like to find a coder to help me debbuging and coding what i cant do.

    im open to work with somebody online , but it would be far better if i could find someone in paris to work with.

    we have a place to work in paris.

    if you are interested , please contact me, and i'll show you the project.

    thanks.

  • no no. my mistake. i will have the same problem with that when my mouse will be between the aim and the player.

    need to think about it again .

  • Kyatric

    in fact, that was interesting but not definetly good.

    ...

    im checking the math formula and expression all deay, but still dont know how to do it.

    basically : center of "player" is point "A"   ans mouse is point "B"

    i need to obtain the line between A and B and display my "aim" on this line, at 150 pixel distance from point A .

    know how to do that ?

  • Kyatric !

    wonderful ! that will do perfectly.

    the problem when the mouse is too close of the hero is now solved !

    that was the main thing so : thank you very much !

  • no i dont think i can use this wigriff.   

    maybe i wasnt enough clear.

    basically i think the mouse should only pilot the aiming

    imagine a circle of 200 pixel with the character in the center.

    if i go 200 pixel left, my aiming is at the maximum left,

    i go 200 pixel right the aiming go to the maximum right,

    then i go 200 pixel left, then again 800 pixel left,

    the mouse is now 1000 pixel away from the center, but if i move 200 pixel right, the aiming still go to maximum right.

    so even if my character is in the center and the mouse in the upper left corner, i can piloy my character the same way as if the mouse was in the center.

    and when my mouse is between the character and the circle, the aiming point stay always on the ring.

    am i more clear ?

    in fact i think we need to forgot the position of the mouse.

    what is important is in which direction the mouse is moving.

  • Ice : i cant because the bullet is spawned by the weapon, which is not at the center of the character sprite, so if i do that the bullet dont reach the target , there is the same offset a the arriving that there is a the departure.

    ChrisAlgoo : i didnt experiment the turret behavior yet. i'm going to test that. but i dont think it will do

    Wigriff : i checking that right now !

    thanks all.

  • Hello !

    i'm working on a top down shooter type "hotline miami"

    the character is moved by the arrows,

    and he can aim and shoot with the mouse.

    actually i use this :

    bullet > set angle toward (mouse.x, mouse.y)

    it works, BUT .

    when the mouse is really near my character, things become buggy.

    and when the mouse is very far from the charachter , you have a long way back if you want to turn around.

    what i would like to do :

    the aiming point is controled by the mouse, but its not the mouse.

    the aiming point follow the direction of the mouse , but is bounded in a circle which the center is the character.

    the aiming point is always on this circle at 300 pixel (for example) of the character.     never closer and never far away .

    so the mouvement you need to do to have a specific reaction will always be the same, despite the real position of the mouse.

    i tried to be clear, dont know if you can understand what i mean.

    if someone can help, it would be apprecied !

    thanks !

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  • look into the capx , this problem is solved to with the same logix and set mirrored.

  • hello ! im working on a topdown shooter type "hotline miami"

    i would like the monster to be pushed away by the bullets

    so i need to use the angle og the arriving bullet to push the monster in the right direction.

    but i dont know how.

    i've seen this post but i dont know how to use this method.

    scirra.com/forum/topic68471_post420886.html

    VectorX = ImpulseStrength * -cos(Angle)

    VectorY = ImpulseStrength * -sin(Angle)

    where to define impulsestrenght ?   

    if i use a number it doesnt work neither

    for the angle i used (bullet.angle)   but i dont know if its good because it didnt work.

    precision : my monster are moved by pathfinding o they dont have neither 8 direction neither platform.

    thanks for answers !

  • hi !

    i did like that, it works !

    dropbox.com/s/6qfnpv91c63ghkv/test.capx

    player / X < monster.x / player / set platform vector x to -400

    else                    / player / set platform vector x to 400

    good luck !

  • hi !

    thank you.

    i've already find these one :)

    thats good but i was hoping to find a sprite sheete with torso and legs separate. also a bigger size would be nice.

    i've done something but i've got some bug when the legs is a 90? of the body, you can see some parts of the legs you shouldnt see.

    anyway, for the moment i let this aside. the legs will be pointing at the mouse, as the body and head. this a bit strange when the character strafe but its ok.

    i'll show you when i make a dropbox account. soon !

  • hi

    i'll look at it.

    but i would like to do a "real" top down, so , no perspective.

  • hello !

    im trying to achieve a topdown shooter.

    im looking for an existing sprite sheet of a character type "hotline miami"

    i intend to do my own sprite, but it would be helpful to see a working sprite sheet to base my work on it. i wasnt able to find one on internet so if someone have one and is ok to share it with me , it would be apprecied !

    thank you very much !