nickl's Forum Posts

  • Thanks Colludium

    I've basically decided to just remodel the turrets, so that the turrets rotates around a ball, then attach something thin to the ball to fix it to the ground. Doesn't look as good, but it's a work around I guess.

  • Nah, won't work with turrets at vastly different Y positions.

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  • A problem shared is a problem halved ... Just had a thought - I'll try disabling the turrets turret behaviour when player.y > someValue, then enabling it again when player.y < someValue.

  • Hi,

    I have what I thought would be a simple problem to fix, the thread is here https://www.scirra.com/forum/turret-behaviour-set-max-rotation-angle_t106442

    [attachment=0:3mov7i1q][/attachment:3mov7i1q]

    The turrets go through the floor. This game is using physics, so setting the floor to solid does not help.

    To fix this issue I'd really like to be able to set the min and max turret rotation in the turret behaviour dialogue.

    Or have some way for the turret (not using physics) to stop rotating when it hits something, in this case the floor - which is using physics so the player ship which also uses physics can interact with it.

    I've just gone through the javascript sdk docs, but I don't feel confident trying to add this behaviour myself. Although I can see where it could be done in the turret behaviours runtime.js, possibly in

    // Rotate towards target

    if (this.rotateEnabled)

    Anyhoo, this addition to the turret behaviour would be great (for me!). Not sure if anyone else has a requirement for it, but I'd be surprised if not.

    Thanks

    Nick .

  • Thanks for pointing me to that. It's a good example of setting a rotation value for a sprite, but it doesn't use the turret behaviour.

    I want to keep my turrets with the turret behaviour if possible.

    Thanks.

  • Hi

    does anyone know if it's possible to set the max rotation angle on a turret?

    I'm using the turret behaviour for a weapon that sits on the floor. If the target is also on the floor the weapons angles itself into the floor slightly, looking weird.

    There's physics in this game, and adding physics to the weapon did not help as the rotation point changed to the middle of the weapon sprite.

    I've attached an image showing the issue, any help appreciated.

    Thanks.

    [attachment=0:2pou0qqm][/attachment:2pou0qqm]

  • Also one of the demos shows hiw to do this. I tjink its the vertical space shooter demo.

    It basically sets player x and y to touch x and y.

  • RamPackWobble

    Excellent! That works spot on, many thanks for the demo.

    I've not user the Timer before, so I'll have some fun messing with that.

    Thanks again

    Nick .

  • Lordshiva1948 Many thanks for the demonstration. I can see from your example how to get the 'baddie' to fire when the player collides with other objects, very cool

    I do notice that your example does not have any logic to control the number of objects spawned, so I can still get a nearly solid line of bullets going down the screen by going over the same bullet spawn point. I guess in this case I could add a boolean instance var to each spawn point, and as the player goes over the spawn point toggle the boolean, so multiple collisions with the same spawn point would not trigger multiple bullets.

    However, in the logic I'm trying to run, the baddie should only fire when the baddie has line of sight to the player.

    So if there are, for example, 2 seconds where the baddie can see the player, it 'should' fire once per second (for example), but in my case it fires as fast as it can for the 2 seconds that the player is in line of sight.

    So, although your example has given me food for thought, and some great ideas, unless I'm missing something I'm still stuck with my original problem.

    Thanks for your help

    Nick .

  • Hi folks

    I have the 'baddie' at the top of the screen moving left and right.

    When the baddie has line of sight to the player, spawn a bullet.

    This works great, however, the baddie is spawning bullets as fast as it can, creating a solid line of bullets.

    What I'd like is for it to just spawn say 1 bullet per second or so, hence I put a system->wait in.

    The bullet spawn is setup as in the attached image.

    The 0.2 second wait was me just trying different wait times. I had it up to 5 seconds but it didn't affect the bullet spawn speed.

    I've tried changing the bullets speed and gravity but that hasn't helped.

    The full capx is here: https://dl.dropboxusercontent.com/u/14979031/bullet_fail.capx

    Any help appreciated.

    And thanks to Velojet for the great tutorial that started this off https://www.scirra.com/tutorials/243/building-a-platform-game-a-beginners-guide

  • Hi

    I have a player sprite that dies when it touches the obstacle sprite.

    This works until the player sprite partly touches an obstacle sprite that is at the same height as the ground.

    When the player sprite partly touches other obstacles (of the same obstacle sprite) the player dies, but not when it partly touches an obstacle of the same height as the ground.

    Any ideas where I'm going wrong with this?

    Dropbox capx here dl.dropboxusercontent.com/u/14979031/RunNJump/RunNJump.capx

    Thanks.

  • Got it, thanks. You've done a great job there, very much like SMB :)

  • Looks absolutely great.

    Can run it from C2 tho, I get this error:

    dropbox.com/s/udelz6glunjrf67/lmchucho.jpg

  • Just got my code ikarus, so that's just over 24 hours. Not too bad really, and Tom has been great about it.

    Hope you get your code through soon mate :)