pseudotropheus's Forum Posts

  • Compare instance variable--> destroy should work just fine. I don't suppose that function would be very useful without more conditions, though.

  • Hey buddy,

    Go ahead and follow the first tutorial (https://www.scirra.com/tutorials/37/beginners-guide-to-construct-2).

    By the end you'll know how :)

  • Scroll to Character.X every dt instead of every tick?

  • Hello World!

    Call me pseudotropheus(I used to keep African cichlids, a type of fish, and pseudotropheus is a genus of rock-dwelling cichlids). I have a B.S. in Biology from The Ohio State University.

    I started using Construct 2 to write a 2-player card game. It is a bit like MTG, with inspiration from RTS games and board games like Dominion and Settlers.

  • you might want to post your capx if you want more specific help.

  • I'm not sure what's supposed to be happening, here. Can you post you capx?

  • Enemies don't seem to spawn at all in your .capx, could you add them back in so we can see the problem?

  • Post your capx or an image of your code in that area so people can help fix your mistake.

  • Give your monsters 8-direction, then in the Monster properties for 8-direction, set default controls to "No."

    When a bullet collides with a monster, set the monster's speed and angle to the bullet's.

    I am not sure about how to adjust the length of the knockback or how to prevent the same bullet from triggering multiple times per bullet (the simplest solution would be to destroy the bullet X*dt after collision.

  • System ZombieNumber=0 ---->Add 1 to WaveNumber

                          ---->Set Zombienumber to Wavenumber

    System Zombienumber>0

            System-->Pick random spawner

                  Spawner ---->Spawn Zombie

                  System ---->Subtract 1 from Zombienumber

    I *think* this would work. Not sure if you want that "trigger once" at all, let alone as a sub-event.

  • You didn't integrate my suggestion about spawning the bullets (and then adjusting their angles) inside event number #39, where the turret actually shoots.

    If you cut some extraneous events I could play with it and show you.

  • In the layout, select your object. In the properties menu on the left, click on instance variables and add the SineType variable there.

    Then, you can access the value as Object.SineType.

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  • I think you can do this:

    Create an instance variable for the object, "SineType" or whatever.

    Create some events to change the sine type depending on that variable,

    Object.SineType=1 ----->Sine

    Object.SineType=2 ----->Square

    Object.SineType=3 ----->Triangle

    Object.SineType=4 ----->Sawtooth

    Then,

    Condition-----> Set Object.sinetype((rnum(1,4))

    Something like that.

    Edit: Actually I think it would be Object.sinetype(floor(random(1,5))

  • Alright, that didn't post properly. Here's an image.

    [URL=http://drive.google.com/uc?export=view&id=0B0cL7pK7ARK7M0d1Vkl1NE1OVG8
  • I think I fixed it.

    drive.google.com/uc