PSI's Forum Posts

  • Excuse my ignorance but how do I make it an or statement? Also, I updated that capx with a Spriter file that won't show up at all. Not sure what's up with that. Thanks!

  • I've included and excluded those angles and it doesn't change anything. I am sending you the link to the capx. I appreciate your help and love Spriter!

  • , I added "for each" and they still won't flip.

    <img src="https://dl.dropboxusercontent.com/u/60595907/Screenshot%202013-12-19%2011.01.02.png" border="0" />

    I notice that whatever I put under that first set of angles, the > 90 and < 270 angle will happen at the beginning of the layout and it will stay that way. It's as if the system is reading that movement is always between those angles. Not sure if that's a hint as to what the problem is or not.

  • I am wanting to design my game for PC and iOS and perhaps android. Should I try to do all of this at once or should I start with one platform and change it later to fit another?

  • "Arson and Plunder" has novel level design and it scales the characters, the farther back in the layout they go.

  • , the game that my game is mostly modeled after is Zombieville USA 2. Other beat 'em up style games that I play on Ipod are "Double Dragon," "Bloody Harry," "OMG, Pirates!" and "Arson and Plunder." I also play the old X-men beat 'em up on my android tablet. My favorites out of this bunch are Zombieville USA 2 and Bloody Harry. I think each of them would set you back 99 cents.

  • Hey George, thanks for sharing! That looks like exactly what I'm looking for. How much coding did you have to do to get to this point? I will study this and try to wrap my newbie brain around it. More questions forthcoming, I'm sure!

  • , technically, it's a ranged beat 'em up. It really just shares the same layout as a beat 'em up, with false 3d perspective. I play beat 'em ups on my tablets all of the time and enjoy them so I know it can be implemented properly.

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  • , I did that and they still don't flip. Here's what my event sheet is looking like:

    <img src="https://dl.dropboxusercontent.com/u/60595907/Screenshot%202013-12-18%2022.48.08.png" border="0" />

    Any ideas what I'm doing wrong? Sorry to bother you, I know you guys are busy! Thanks, Morgan.

  • It doesn't seem like it will allow "between" in the values slot for compare bullet angle of motion or is there a way to type it in?

  • - I'm trying to get my enemies that have bullet behavior to mirror as they follow the player around. Any idea how to do that?

  • There are some videos on the subject. The video posted on my thread taught me how to get my player spriter object facing the right way. I'm still working an getting the enemies to mirror properly...

    http://www.scirra.com/forum/topic82918.html

  • I know the Spriter guys are busy right now but maybe in the not-too-distant future we'll get a comprehensive, working tutorial. I am working on a beat 'em up called "Psi" so I will try to share what I learn as I go in a tutorial.

  • Agreed slanw!

  • Spriter objects don't have "set mirrored" as an option. After watching the above video I learned that to make them change direction, you chose "set object scale" and tell it to "flip x axis". I have made my player character switch easily using a simple keyboard command but what I'm trying to do is to get my enemies to mirror as they chase the player. If there was a "compare vector x" function, like there is with platform behavior, I could easily get them to flip but I don't see that as an option in the bullet behavior.