RayKst's Forum Posts

  • It's all about how you design your sprites. I use this shaking in a controlled way (by painting sprites in a determined way) to simulate step up and down character movement ( advanced technique :) ) But yeah if you don't care about that just use a fixed height invisible sprite with platform behavior and attach your character to it.

  • Well found the origin of my problems:

    I had

    -Enemy.isSomething -> Jump

    -Trigger Once

    What was happening : When one enemy triggered the if once, it wouldn't trigger again for any other enemy. I had trigger once on animations too. When i removed them all it all worked perfectly. Very strange.

  • Yeah creating a dist variable should be more adequate to my events.To use Yann's solution i'd have to use an 'OR' for my particular case. I'll go this way for now. Yet Pick by Comparison would be very welcome. I hope C2 will be on par with Classic at least on non graphical things soon. Thanks R0J0hound.

  • Eheh nice ! Combining two words for each insult gives you a lot of combinations :D

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  • Here's a starting point :D Link

    Look at Bullet Behavior properties and tweak them as needed. Same on event sheet.

  • Ashley, is Pick by Comparison to far ahead ? Would greatly facilitate things for my game. If it wont be coming anytime soon any idea of how do i simulate it ?

  • Seconded. This would be a great help, specially for certain types of games, and mainly spline paths not straight.

  • No prob. Finding out if a bug is already reported is next to impossible...

    No just boring :)

  • Iji is quite possible the best Game Maker game of all time. The creator took years to finish it. Would probably have taken much less time if done with Construct :D

  • It's not a camera inversion but a gravity inversion (and sprite inversion as well where pertinent) in most of this types of games. I'm not sure C2 already has this. But if not it's pretty easy to simulate. One thing that you should take atention is that if the gravity is inverted you must invert the controls to. Example. Normal gravity Left Arrow makes character walk to Left , Right walks to Right . On inverted gravity Left Arrow must make character go to Right and Right Arrow to Left. But if you want to confuse player just leave it like it is and the player 99% of times will press Left and expect character to go Left but it goes Right instead. Yeah that can get confusing :)

  • Did a research and found out the the behavior i want is exactly like Cooper Enemy on Plaform School by deadeye. I'll just steal it all damn :) Though it uses Pick By Comparison as it facilitates things greatly. Anyway thanks all for the help.

  • Damn this is getting boring. It turns out the above solution only is not sufficient for my case. I remember Classic had Pick by Comparison. How it works exactly ?

  • Damn i had a signal wrong that it. Thanks for the patience :)

  • Not that but thanks anyway! It has nothing to do about the mirroring. It's the "begin following player when get near enough" . I think i didn't express myself correctly. I've used the wrong example at start sorry ! I can't express the logic i want just using object compare X since i'm using the vertical distance between player and enemy calculated simply with abs(player.x - enemy.x). There's no way to pick it correctly with expressions yes ? So i'll have to separate it and detect when approaching from the left and from the right ? Duplicating code ? Or is there a better way ?

  • Ok about the mirroring that's it thanks. But the problem is that i want enemies to act when at a determined distance from player (but of course individually :) ), that's why i'm using system compare. There's sight distance and stuff. The problem is that i must track exactly which enemy triggered the event so that i can act only on it and not on them all. Well, i think that's when using detached (not assigned to an object in particular) events falls short. Maybe it's something simple and i'm missing. Maybe i could instead of comparing distances use a bit sprite detector around my player so that when enemies overlap it i can pick them correctly. But i'd prefer not have to resort to that. I'll keep trying.