mbuckenmeyer90's Forum Posts

  • I updated my Construct and downloaded your versions. Thanks! It'll take me some time to assess these changes and get the information in my brain, I'm slow.

    At first glance, both these changes seem to work, I prefer the faster speed in Everade's, but I was wondering if it's possible to make it so that the blood spatters just created that hit the screen are of the same (animation) frame.

    In other words, if the enemy is destroyed and three splatters are created, can we make sure they look the same.

    (In my mind, I figure that way if the blood sprayed then all the blood would look like it sprayed instead of a spray and a glob/blob.)

  • Wow, the two of you blew up my forum lol I wasn't expecting so much information. Ok, hopefully, I don't miss anything in my reply.

    Everade unfortunately either I missed my opportunity or something is wrong but your link " file.io/1GAweOvsidUZ " says the file was deleted, but I probably wouldn't be able to open it anyway since I don't have a paid version of Construct. Also, I don't know how to set up a repeat/loop (yet). And I can't make families in the free version of Construct so I am attempting to do as much as I can before I decide (if ever) to get the subscription. But thanks for explaining "floor" and "ceil" that is good information to know.

    brainwavecreations I would appreciate it if you could let me know of some good Youtube channels/creators for Construct. I did look once real quick but all I saw were creators for Unity.

    Also, I can't remember at the moment and am not currently looking at the game but I know I originally added the "on left mouse released" bits because before doing so I was getting some unwanted results, and adding that condition seemed to fix it.

    Additionally, I can't open your file from " drive.google.com/file/d/16bbrbUHGS_Y7h4vynk0w13jvQox9xhrI/view " it says you have a newer version than what I have but that's probably from what I had mentioned earlier in this response, that I don't have the subscription.

    I wouldn't mind seeing more screenshots if possible though, that helps me out alot, and then I'd see what I can manage with the free version.

    Welp, I think that's all my key points.

    Thanks for the help!

  • drive.google.com/file/d/1VPNCNiDuohwlpNDqsROHPypQflLrnQj9/view

    Is this what you need to view it?

  • I have a google account but only used Google drive once long ago, not sure how it works.

  • I would share a .c3p file but I have no idea how to do that :(

  • So it is kind of working now. I set up Sprite2 (blood splatters) with an animation/ So when I destroy Sprite1, the blood splatters hit the screen. But, if I destroy the next Sprite1 (enemy) before the blood splatters fall below the screen or fade away, then the blood splatter that's already on the screen change too.

    This is because I have the animation selected when I destroy the enemy. Is there a way I can tell it to ignore the blood splatters already on the screen?

  • So lets say I have Sprite1 gets destroyed, and when it's destroyed I want Sprite2 to spawn/be created (randomly across the screen and with a random number of copies IE 1-5 copies)

    I was thinking something like:

    Creating a Global Variable=0

    On Start of Layout - Set GV random(1,5)

    - create Sprite1

    Sprite1 on Destroyed -

    Sub> System GV=# -System create Sprite2 at random(X,X);random(Y,Y)

  • Here is an example of what I have got so far

  • Oh! I thought the objects at the top were closer to the front? I think that is how I've been working this whole time and just now had an issue.

    Thanks a bunch! I didn't even think to use a constant action (every tick) to rearrange the objects.

  • I should add I only have the free version of Construct 3. So I am unable to make families.

    There's probably also some other limitations as well.

  • Thanks bunchos for trying to help me, you are God among men! And I am sorry for how confusing this has been, my brain is getting scrambled. I did post a comment on the other forum first, FYI. Also, I should mention that the more I work on my game the more my game has been evolving/changing and that's why I have been asking a bunch of different questions.

    I think I have an analogy to simplify my current task. We can say Sprite1 is an enemy and Sprite2 is a blood splatter. I'm currently trying to figure out a the simplest way I can have Sprite1/enemy get destroyed and then create about 1-5 copies of Sprite2, randomly across the screen (like it splashed onto the screen)

    So, IE. I would be letting the game decide whether it's just 1 copy of Sprite2 spawned in the top left of the screen OR maybe there's one in the middle bottom and one in the top right.

    (I was also considering adding different versions of blood splatters, But I wasn't sure if I should give Sprite2 an animation with No Loop or if I should make more sprites IE. Sprite3, Sprite4, Sprite5.)

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  • I apologize if I am not understanding something, I am still very new to this.

    brainwavecreations, perhaps I misunderstood your screenshot? But to my understanding, you're screenshot shows how I could create one copy/instance of Sprite2 in 5 different locations. But then I was curious how I would create more than one copy/instance of Sprite2. Sprite2 being a single frame / no animation.

    Reading your second reply, it sounds to fit your second paragraph. I think I understand. My biggest issue would be that I am not sure how I would 'call for a frame" from the animation from Sprite2.

    If I were to use that method using an animation, I don't think I would want it to be random. Otherwise, wouldn't it likely create 1-5 copies and they could look different (since the frames in the animation would be different)

    Again I apologize if I am just not understanding, and I am sorry if I confused you more.

  • So in my game, Sprite1 gets destroyed and a new Sprite1 gets created but so does Sprite2. I would like Sprite2 to stay in the foreground but instead I noticed that the newly created Sprite1 is in the foreground and Sprite2 is behind it.

  • If I have Sprite1 get destroyed and I want 1-5 copies of Sprite2 to spawn after, how would I set that up?

  • Thanks for the help, I really appreciate it.

    But now I have two additional questions. What If I decided I wanted multiple copies of Sprite2 being created. IE, have 1-5 copies of Sprite2 being created.

    Also, does it matter if I use a Local Variable or a Global Variable?