poewar's Forum Posts

  • 1. Use system event - for each object, then pick the spikes.

    2. You can set acceleration/deceleration very high or set them to 0 and using some actions to control them.

    -add new action(player) - Platform - Movement - set x/y component motion.

    or you can use custom movement behavior.

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  • +Always

    ->Set playerhealthbar.width to

    clamp(playerhealthbar.width - 1, (player.value('health') / 100) * playerhealthbar.value('maxwidth'), playerhealthbar.value('maxwidth'))

    --

    This will always set hpbar.width-1 every ticks.

    But if you only set this the hpbar will decrease continuously. So use the clamp to set the max and min hpbar.width value.

    Clamp(Value, Lower bound, Upper bound)

    Lower bound = hpbar.width you want it to be. You change this value the hpbar.width will -1 until this value. And hpbar.width-1 will stop when hpbar.width hit this value. This value is controlled by player health.

    Player get damaged -> the lower bound changed -> hpbar.width start to decrease.

  • I don't know if this will work. Set two variables, OldHP and HP, if OldHP is greater than HP then every X milliseconds subtract 0.1 from OldHP. And set the hp bar's width to OldHP.

    Ha, jayjay's method is better and simple.

  • You can use sine behavior and don't forget to make the platform in attributes checked.

    There are more information in manual.

    https://www.scirra.com/manual/103/sine

  • -Start of layout : array - set size to 5x10x1

       -for each element : array - set index (Array.CurrentX, Array.CurrentY) to array (Array.CurrentX*Array.CurrentY)

    This will be:

    +----------------------+

    ?X \Y?01?02?03?04?05?06?07?08?09?10?

    ?01? 1? 2? 3? 4? 5? 6? 7? 8? 9? 10?

    ?02? 2? 4? 6? 8?10?12?14?16?18?20?

    ?03? 3? 6? 9?12?15?18?21?24?27?30?

    ?04? 4? 8?12?16?20?24?28?32?36?40?

    ?05? 5?10?15?20?25?30?35?40?45?50?

    +----------------------+

    get value at (x,y):

    array(1,5)==5

    array(3,8)==24

  • You want to create 1 object per position or just don't want to repeat the last position?

    Anyway I try to make a cap, maybe it's not the best method but I use array to achieve this.

    https://www.dropbox.com/s/qqiyz0mt5o2j6wb/Non_overlapping_create.cap

  • How about using a dummy target?

    https://www.dropbox.com/s/sfb7lvxtx3w1uns/dummy_target.cap

  • When you release the space bar. Also you can set particles rate to 0.

  • I can't open capx file, maybe you could try destroy or invisible when release.

  • I'm trying to make this using grid movement. Hope this can help you :)

    dropbox.com/s/x7q7b731hdipj0l/grid_move.cap

  • Now 50*50*1 array can fill the hash table properly. ;)

    dropbox.com/s/5yugk6p0eqfum5q/hashtable%20to%20array%20conversion%28edit%29.cap

  • I changed 1 action. I'm not sure this is the best solution but it works. :)

    dropbox.com/s/ygln52tpqfpbwea/hashtable%20to%20array%20conversion.cap

  • I think you have to give more details about your "respawning system". If you want to reset whole level you can use "go to layout" as Jayjay said. If you want to create a object when enemy died, you can use system action "create object" when enemy destroyed.

    Here is my poor physic arrow example with respawn enemy. Hope this can help you.

    dropbox.com/s/eoxyzt9hfq6oc6s/Arrow.cap

  • Thanks, I've put way too much time on some tiny parts :(

    And yes, the charged shot's power is not stronger, I am still working on it, but this part is not on my recent to-do list.

    About attack..I know smashing button is not so funny. But, because there are lots of bullets I haven't made. And some bullets have no charge, it will replaced with some kind of continuous damage. That is why I made this setting. But that is not a bad idea weapon charge when the player isn't holding attack.

    There are lots of things on my to-do list, :(

  • Ok, this is my tiny project I've been working on around 40 days. The demo isn't completed, you can't even finish stage 1, lol. And it seems there is a bug will cause the game crash.

    About the game: Just shooting, it's a side-scrolling shooting game, and it's free. All resources in the game are also free, from OpenGameArt.org.

    Control:

    Enter - shoot

    Enter(pressed) - charge

    up/down/left/right - move

    shift - switch weapons

    no bomb, because there is no bomb..

    If you have a joystick or you want to change the key setting, you can go to options and set the key config.

    Options:

    Windowed/Fullscreen: you must restart game to apply these changes.

    Here are some in-game scenes.

    <img src="http://2.bp.blogspot.com/-7kGAU5RGVsU/UU8T0knCSTI/AAAAAAAAAO8/Qi88AK1yRp0/s1600/SSS44.png" border="0">

    <img src="http://1.bp.blogspot.com/-RkOKUtJbAjY/UU8T0TO2kXI/AAAAAAAAAO0/DfnjG89ZGig/s1600/SSS45.png" border="0">

    <img src="http://4.bp.blogspot.com/--I9W2Jhmnio/UU8T0kbaymI/AAAAAAAAAO4/T8mZ94kppYs/s1600/SSS46.png" border="0">

    Demo is here:

    https://www.dropbox.com/s/w4hxp9mc4yrua8b/SSS_demo.rar

    Here is my develop blog.

    http://vervproject.blogspot.tw/search/label/SpaceShipShoot

    Hope you like the game.

    04/14/2013 update version0.1.1

    Stage1 finished but boss still need some polish.