PSI's Forum Posts

  • So in my game Psi, I'm trying to create a force field effect. The problem is getting the enemies on the far side to be behind it instead of in front of it in the z order. Here's what it looks like:

    <img src="https://dl.dropboxusercontent.com/u/60595907/Z%20order.jpg" border="0" />

    Anyone have any ideas how to get the zombies to the right of the force field to be behind it without throwing off the overall z order?

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  • I am using Spriter in my game, "Psi." I am having a problem getting the animations to play fully when I choose "play animation from start." If I choose "play from current time" the animation will play but, of course, only partially, from whatever frame the previous animation was in. Mike from Brashmonkey explained that the animation is resetting itself every tick so you have to make sure it isn't already playing with a condition like "If current animation ISN'T _____" I have added this condition but the animation is still stuck on the first frame. Do I need to set up an instance variable that has a number for each different animation and switch it when the animations switch? Would that help? I know I am probably missing something obvious but this has really been challenging for me to get right. Thank you.

  • Yes. I was afraid it was going to be complex but it was so easy and looks so great! Thanks though. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Nevermind. I made a 2nd fade and set it to fade in. Now the player's death triggers the fade back in to black. It looks great!

  • So I created a tile object black layer and I gave it the fade property so, at the beginning of the layout, there is a fade out, how do I make it fade back in to black on the death of the player?

  • What's the easiest way to disable all of your collision polygons at the beginning of a layout without having to go through and do each sprite separately? I'm using Spriter objects which have many component sprites.

  • <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Sig test.

  • How would I set the percentage chance for a defeated enemy to drop an item and how could I make it a random item from a set of, say, 6 objects?

  • To look over what I have so far and to be able to tell me areas where my code could be better and why. I am using Spriter for my animations and the game is basically laid out like a beat 'em up ala Double Dragon, etc, with lots of range attacks. I am willing to compensate the right person for their time. Please message me if interested. Thanks, Morgan.

  • jayderyu - thanks for the clarification.

  • They tell me that there are things that need to be implemented on the C2 side.

  • I would like to see an update to the spriter plugin that integrates a lot of the new features. Thank you.

  • Would using bullet behavior be best? I saw this idea suggested:

    "You could use the bullet behavior:

    +PlayerSword collides with Enemy:

    ---Enemy:Bullet:Set speed: 400

    ---Enemy:Bullet:Set angle of motion: angle(player.X,player.Y,self.X,self.Y)

    ---wait 1/4 seconds

    ---Enemy:Bullet:Set speed: 0"

    But I wonder if this would conflict with the bullet behavior the walkers already have...

  • What's the easiest way to implement a critical chance roll? I want to have a global variable for the player that can be upgraded as the game progresses.