mystazsea's Forum Posts

  • Why not just add a Family instance variable called "Health" to the enemy FAMILY...

    Then when you hit the enemy instance set up an Action that subtracts half its Default Health on each hit..

    then use the Variable Health = 0 function call to change your animation to the right one...these commands are called every tick anyway so you don't really have to worry about the system missing it..

    The important thing to remember is to add a System "For Each" Enemy Family condition as well...this will make it work separately for every instance in the family

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  • I tend to use an easing effect rather than locking...so use two separate events..

    Event 1

    1st condition-> player presses left,

    2nd condition-> if background angle =or <= 180 degrees

    3rd condition-> every tick

    Action-> rotate Isometric background towards required angle 1 degree

    Event 2

    1st condition-> player presses left,

    2nd condition-> if background angle >= 180 degrees

    3rd condition-> every tick

    Action-> rotate toward 180 1 degree..

    and of course repeat for the right side.

    It can also have an eased snap back to original position by removing the player presses key condition and setting the rotate towards angle to the original..

    by using rotate rather than lock its a softer feel and uses the less than or equal to functions..but it sound like you are only rotating the screen as a fake isometric rotation..you could always make a few version of the background art at various angles to get a more realistic view

  • Do you want it to be Animated? or a static image?

    if you want an animated one..try using the trail effect listed in the forums.

    static is possible if you use layers and layer masks set to additive or similar

    Try to be more specific in what you want..Everything is possible..you just haven't figured out a way yet..Einstein said ..he would spend 95 % of the time working out the what the problem was before he worked on the answer...so what EXACTLY are you wanting..

  • you could always apply Bullet behavior to the Sprite..and turn its speed to 0 but turn advanced collisions on...try that if it doesnt work let me know

  • Can you put a Fade function on the trail so that after a set amount of time it fades out and also check the destroy after fadeout so you dont accumulate artifacts...Try to make sure the trail is withing a Family and apply the fade to the Family instance Behaviors..that way it will be the same for every trail

  • If you post your capX or explain further might be able to help..... a little vague right now?

  • mm Thanks R0j0hound ..it all helps...will have a look later

    sounds good though...

  • well Kuramayoko10 it comes down to how you organize your collision mesh/shape

    You might want to look here..it was a similar question....basically its all about how you set up your inclined plane...check the collision mesh...if you have any errors your platform may not work properly...And try to remember the Bottom line is that anything is possible ...you CAN do what you want to but you may just need to figure out HOW to do it... it may just take alternative thinking to get it happening..Think outside the box..

    check this post here for similar question....

    http://www.scirra.com/forum/platform-problem_topic59143_post364355.html?KW=#364355

  • Web GL...no crap sqiddster...its like crak on speed with some GHB mixed in for effect!!

  • mmm nice one sqiddster...very simple...neater than my MO ..basing on a closer to virtural Terminal Velocity is a clever idea...LIKE BUTTON!

  • Nice to meet you Wicked Monkey...Welcome!...Gyruss Champ hey? I challenge you at that one..My all time Fav tabletop coin op...hope you have photos of yer high score....

    Now a Gyruss construct 2 clone would soooooo ROCK....!

    I have actually seen some of your websites too...you are a great designer..Congrats...

    Are you interested in making any websites for Game devs?

    if so Post in the Help wanted Forum..and offer your services...I am sure there are a few people who would need a decent web designer.....

    Give it a try...you never know...I would fully endorse you...You do great work...nice to see you on here..bit of a surprise....small world...:)

    take it easy hey.. <img src="smileys/smiley41.gif" border="0" align="middle" />

  • odesign,

    I am Professional Games Dev with a few Assists...Can work to your Deadline if you provide a proper Brief...you have any more details..Please feel free to PM me if you want to get the project(s) moving...:)

  • How big do you want it Minoterrae...? PM me for the details...I am professional artist so send me some more details and Ill get onto it

  • There are a few ways but I would Make some instance Variables for your Player that are something like

    "Player_Start_Y"

    "Player_Final_Y"

    &

    "Player_Fall_Distance"

    and set all defaults to 0

    Next make an Event somewhere near the top of your Sheet..-> Every Tick-> Set Value"Player_Fall_Distance" to "Player_Final_Y" - "Player_Start_Y"

    Next make a New Event under the one you just did above

    but make the Conditions..-> Player -> Is Falling & Do once only

    & the Actions something like...-> Set instance Value "Player_Start_Y" to "Player.Y" & reset "Player_Final_Y"

    This makes sure that on the beginning of each fall that the Final Y is reset not that it really needs it coz its updated..but yeah doesnt hurt to make certain

    and then another Event Condition that goes Player -> Is on Floor & Do once only

    and the Actions for this one....-> Set "Player_Final_Y" to "Player.Y" again..

    and the only thing you need then is Another Event that Checks The result of "Player_Fall_Distance" to the Distance value you want

    and make an Action the Kills the player or drops their health by the amount you wish...

    And one last thing....

    You would need to reset all of the Variables I think...but maybe not

    I havent tried this yet...let me know if it doesnt work and I'll have more of tinker...lol

    Hope I didnt miss anything

  • well yeah you are talking about specific Game Mechanics there...its really up to you and I would only suggest play test both ways and see what works better for your game...

    I agree with sqiddster..but like he said ..if its the games main purpose..like a race...between player 1 and player 2...then yeah go for it...

    but Playtesting is where its at....find what works best for you..its your game...

    and dont forget to consider other options..as well..there are always more than one way to skin a cat...or mouse for that matter...even though they are smaller.

    Note:- Under no circumstances does mystazsea recommend the flaying of any animals ...even in a digital or virtual sense...The opinion offered was a metaphor only not intended as a actual option for making games on a computer system...:)