Pandemonium's Forum Posts

  • 14 posts
  • Okay! I'll knock something up and upload a pic, it may take a few days though before I can get it up here.

    Edit: Also, as a point of interest, judging by your profile picture, is it safe to assume you're an RPG Maker user?

  • Okay, so I have the thruster aspect working, and they now function relatively well while attached to the ship's hull. Do you know how I could set up a 'pivot point' effect for the hull, so that if a single thruster is engaged, the ship will rotate accordingly? (E.g if the left thruster is engaged, the ship rotates clockwise accordingly?)

  • Oh really? That's a thought too keep in mind! I'll check those out!

    Thanks so much for all your help!

  • The way I have done this is in the past is to make the falling objects have a 'bullet' behaviour attatched. Set up all the parameters so that the objects fall the way / direction you want them to, but under the 'speed' or parameter, make a variable called 'Speed'. (So under the events, have an event that is something like "On 'object to catch' created" set speed to "speed". That way, you can manipulate the speed at run time through algorithms that are fairly simple, such as "If score > 250, speed = 250"

    If you were going to event that, (and assuming your score is a global var), you'd make an event under system;

    "compare variable" and define what range of score you want for a particular speed (e.g between 250 and 500), and then have that even set the variable 'speed' to the speed you would like.

    Hope that helps and isn't too garbled!

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  • That's helping a lot thanks! I'm fiddling around with the physics at the moment, however I've run into another problem, as soon as the layout starts, the sprites with the physics behaviour attached fall to the bottom, as if affected by gravity. Is there a way I can turn this off?

  • Oh sorry!

    Here's a screen cap of my events page. As it stands, both 'Thruster_L' and 'Thruster_R' as well as 'Ship_Hull' all have both the 'Pin' behaviour, and the 'physics' behaviour. At the moment I propel the thrusters using the 'Move Forward' action. That in itself works fine, as does the selective engagement of each individual thruster. The problem lies with how this effects the sprite 'Ship_Hull', because I can't seem to get it to react as though it was in freefall / zero gravity and have it manipulated by the thrusters.

    Sorry this is so vague!

  • Hey everyone!

    I'm currently trying to make a space battle game where the player's ship is controlled by two separate thrusters. Basically, the player rotates the thrusters at will, and can choose which thruster (or both) to use in order to manipulate the ships movement. MY current problem however, is that I have no idea how to do this. So far, I have each thrust pinned to 'wing' of the hull, and they can rotate, which works fine. The problem is, when I try to move the hull using either of the thrusters, it moves rigidly, as if it is a static object being dragged.

    Ideally, I would like it so that if (for example), the left thruster was engaged, and the right was not, the ship would slowly rotate to the right, as normal 'physics' would dictate. Does anyone have any idea of how I could go about this?

    P.S I have tried the 'Pin' behaviour with a number of settings, from rope, to bar, etc etc.

    Thanks for any help anyone can give!

  • Ahh, I'll habe to look into picking then, mindfaQ, I hadn't considered that. And Windwalker, I hadn't considered that at all, but it is definitely something I will test out, because I can actually manage that :D

    Thanks for your help guys!

  • Hey everyone!

    I am currently trying to make a game that features 'character selection' that effects the character / control style the player controls. I tried to implement this though the manipulation of an instance variable associated with the player object and tried to set up a sprite change at the opening of the layout so that, depending on what value the instance variable had, the player sprite would change, however that didn't seem to work. I have since tried using different objects and associating them with families, but they don't seem to work either.

    Does anybody have any ideas? Any help would be much appreciated!

    Regards,

    Pandemonium

  • Thanks for everyone's help here guys.

    notnsane, add a secondary condition that is called 'pick random instance', as everytime the game cues the enemy to 'shoot' it will pick one random instance of that enemy on screen and make it be the one to fire, so the player is not assaulted by a barrage of bullets. Hope that was remotely helpful. :)

    Yeah, I'm trying to figure out the maths now, and I did have a go at creating the circle, but the problem was that once created, if I tried to alter the bullets trajectory, it altered EVERY instance of that object, which didn't work, because the circle (by default) resulted in negating all movement, as for every trajectory, there was an equal one acting in the opposite direction. -_-

  • Bahahahaha, yeah, I figured that minffaQ. Any idea of the required formula for circles?

  • Ah! Thank you so much for that LittleStain! I now have a functioning spiral fire pattern!

    Now I need to know if anyone out there has any idea of how to code the likes of circles, grids and lines of bullets.

    Again, thanks so much LittleStain, that was exceptionally helpful! :D

  • Hi everyone!

    I'm new to the Construct 2 and as my first dabble I've decided to make a danmaku (or Bullet Hell) shooter.

    While development is going well, I have hit a problem, as other than the sine wave behaviour being used to create a simple swaying bullet formation, I am at a loss as to how to make the bullet patterns, (such as the grids, circles, swirls and such). Can anybody give me any advice, or point in any directions?

    Any help would be greatly appreciated.

    Thanks in advance (and Merry Christmas!)

    Regards,

    Pandemonium

  • That's a great game Darkpivot! I really like it! How did you get the bullet patterns to function? Were they part of the plugin you spoke of before, or were they all manually made in the same way as the screenshot above?

  • 14 posts