RhettBlood's Forum Posts

  • what do you mean by " whole word space"? I added a set font size command right before set text, that that didn't seem to work. I also switched around my set positions and pins for everything.

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  • I am having some issues making an in layout shop menu for a zombie shooter. I have a text under each gun that is set up to display of three text based off of what value a global variable, and an instance variable have, and nothing is working correctly. If anyone can check out my file and tell me what's wrong, I would be so grateful. The shop can be opened with an s, and and two text that are working is for the pistol, and shop icon 3. https://www.dropbox.com/s/6obmhqgvlilet ... .capx?dl=0

  • Thanks man, you actually gave me an idea for a sequel. I'll admit it, I giggled a bit when I came up with the idea for the credits.

  • http://www.kongregate.com/games/RhettBl ... tion-derby

    My latest game, posted on kongregate. A fast paced arena shooter staring a hovercraft.

  • Not really sure what it is I'm suppose to do, but I have been adding a new event, click for (which is under loops?) then it gives me three lines to fill (name, start index, end index). Is that right? I think I might have missed something.

  • Still kind of a beginner here, so forgive the noob question. I am having problems pinning objects in a platform game I am working on. I have several enemy copies running around, and I want each of them to have a bazooka pinned to the, but ounce my player gets close to the first enemy, all of the bazookas move with the first enemy, leaving them floating in the air. They are also destroyed when the first is destroyed as well. If anyone can tell me how to pin them to each individual enemy, that would really help out. I know it has to do with uids, but have no real clue what to do from there.

  • Looks go, but I really can't tell how it plays. Do you have a demo anywhere?

  • wow, I wasn't expecting it to be that simple. Thanks a lot, you saved me another headache.

  • I couldn't make it past the spiny thing. You win good sir.

  • Hello, I am making a mining game where you destroy blocks (dirt, iron, etc) to get the minerals. Every block has an instance variable that acts like health for the blocks, and slows down the destruction. When time runs out the player goes to a new layout, the shop layout. When returning to the main layout, every block is back in place. I'm wondering how to keep the blocks destroyed every time you return. Thank you.

  • I think what you need to do is make an instance variable, and set it to 0. Make an event that if the variable is at 0 then every x seconds it randomly chooses 1-4. Use the numbers to simulate the directions, then after another x seconds it changes back to 0. Hope this helps.

  • Sorry it took me a bit to get this back to you (hecktick holiday), but here it is, I think. I solved the problem with pathfinder but if you'd still like to see if you can make any improvements go ahead.

  • I would place it, but I'm not quite sure how to.

  • I think I figured it out, I had an instant variable set to change, between 1-4, every 3 seconds. All 4 changed the directions, but if the enemy saw the player it would change to 5, which would give it a pathfinder to the player. I had to add an every second, to the pathfinder, so they'd stay on the player.

  • Hello, I am trying to make a top down adventure shooter and I am having problems with my enemy AI. What I want to happen is for the enemies to walk around in a random pattern (doing fine with that, so far) until they see the player, at which point the charge the player and attacks. I've set it up with instance variables (on the AI themselves), line of sight (which signals when the player is near), path finder(to charge the player), and 8 direction (just for the random walking). can somebody please tell me what I'm doing wrong?