Rebel Zodiac's Forum Posts

  • So basically all I did for that was on the right hand side at the top where it says layouts right click and add new layout. When it asks if you want to create an event sheet you don't have to but can if you want. This layout just acts as a place where things live without being in the way. I then just named it ObjectRepository and put a single bullet in there. If anything you could just open my example separate and see what is different in mine something is bound to stick out. Not sure if this is a factor but In mine the bullet spawns at a secondary image point on the player. If you have events set that destroy the bullet if it hits the player and you spawn the bullet at an image point in the center of the player sprite it'll instantly be destroyed. Worth checking out.

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  • No problem. Best of luck with your game!

  • Oh yeah google does that preview thing. If you click the link and then click the download button on the top right it will download a .c3p file which you can open if you go into Contruct 3 hit open file and select it. I'm just now realizing you may be using Construct 2 if so let me know I have that also. We'll get this figured out.

  • Hi bbowling you might be able to achieve this with a couple methods. Method 1 is kind of crude but effective you simply make a sprite that is invisible and if player is overlapping this sprite cause death events then just place the invisible object where you want. Method 2 is using the platformer "is falling" and a system wait X seconds like the image below. Hope this helps.

    If you're looking to make fall damage use a global variable that kicks in and then if on landed and variable=1 do the death or health loss events. Kinda like this.

    You can also make it so it waits for a second then starts increasing the global variable and you can take fall damage based on how far you fell. If you need an example of that I can provide 1 just let me know.

  • No problem. Best of luck with your game!

  • Hi lukezero I haven't personally gotten into that style of game yet, but I did find this tutorial which may be a good place to start and it has examples. Hope it helps!

    construct.net/en/courses/displaying-dialogue-games-36

  • Hi Memph here is a link to the example I created to test this out for you. Hope this helps. drive.google.com/file/d/14iobXATfuAjhkKrVOzlmCc3yNqVkHFt2/view

    *EDIT* I actually see what might have happened to you. I had the bullet just outside the layout and it worked fine but when I removed that it did exactly what it is doing to you. Not sure why I didn't think of this but try making a new layout with no event sheet for objects and put your bullet in there adjust the size of the bullet to where you want it. The example link has been updated to show what i'm talking about.

  • Is it possible to use a global variable something like AgentAngle as a sort of toggle? So for instance if AgentAngle=1 set the angle to angle of motion and if AgentAngle=0 I believe set angle to 0? I think that sets the angle back to it's default angle. Basically that's what the check box seems to do is on created set angle of image to angle of motion, but that's just it's initial behavior from there you can override it with this toggle and when they move backwards just include set AgentAngle to 0 then go back to set AgentAngle to 1 when they move forward again. Sounds messy I know but it's just a global variable and 2 events (if AgentAngle=1 do this and if AgentAngle=0 do that) then telling it when you need it to do each command. The global variable acts as your check box. I hope this helps in some way. If possible add a screenshot or example of what you're working with. Change the sprites or create a duplicate dummy example.

    **Sidenote** If you have them moving towards the player and you want them to always face the player even when moving backwards uncheck the set angle box and try every tick set angle toward position Player.x Player.y

  • Hi Danwood are you trying to change the angle then shoot or shoot a projectile and then control it's movement? Or maybe shoot towards your mouse cursor at the correct angle? I'll see if I can help you troubleshoot just let me know what your going for.

  • Hi Memph here are a couple of ways to achieve what I think you're going for.

    Use this 1 if you want to only shoot when you hit the key

    Use this 1 if you're looking for an automatic firing while you hold down the key. (adjust the every 0.5 seconds to change fire rate) Hope this helps.

  • Hi Peter I was just playing around with a couple of things and this might help. You can use browser to go fullscreen and the NW.js itself has a function to set window to maximum which knocks it back out of fullscreen into windowed mode. There are a bunch of options under NW.js that may help as well. Hope this info helps.

  • I do not speak Portuguese or Spanish unfortunately. I would love to learn though. My mother's side is Portuguese. I do know some words in other languages, but just a few. I just happen to know that Verde means green and Zelda is 1 of my favorite series of all time LTTP being 1 of the first games I ever played and OOT being in my top 5. In regards to the on landed/on floor issue. You could substitute that action with if player is on collision with (floor object) then disable double jump. That also does the trick and avoids the on landed action. This may work out better for you.

  • No problem. Happy to help!

  • Hi KittyXgamer. Are you trying to spawn the object at mouse location and have it stay where it spawns or do you want the object to spawn and follow the mouse? I'm going to add a few images. Hope this helps.

    Update: I just read your post again. If you're trying to set the mouse cursor to a different image depending on what key you hit please let me know I can help with that too.

    The disabled portion is only if you want it to pin to the mouse.

    The next 1 is in case you are looking to create the same sprite but different frames of animation depending on which key you hit. Let me know if I can help further.

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