robertjs3's Forum Posts

  • Cool to see all the different regions, had no idea it was so diverse.

  • I am wondering if most of the people using Construct 2 are in the UK or the USA? Just wondering cause I always get tripped up by the timestamp on all the posts being in UK timezone. I am on the West Coast of the USA. Just was wondering, random question.

  • DuckfaceNinja yea maybe it isn't, just taking wild guess, haha.

  • Pandy Without a CAPX its hard to fix it. I am guessing you have some sort of variable that is set to subtract 1 on a certain action. You may need to not allow it to go past 0. But without seeing the whole event sheet no way to know for sure.

  • j0schi check out the example CAPX's that come default with the Construct 2 download. They have some transition effect examples that you can tweak, those may help you achieve what you are looking for.

  • Sinon

    EVENT 32

    Add a condition should be:

    Keyboard on space pressed

    AND on ammo greater than 0

    ---> Then will spawn bullet and subtract from ammo

  • Hasuak

    fassFlash

    Try switching the collisions off for the enemy instead. I am not at a computer where I can update the CAPX. All the events that deal with the collisions for the player being turned off switch those with the enemy. That should work.

  • Hasuak Here you go. Check starting at event 11. Seems to be working and not allowing the player to walk through walls.

  • Danwood I really like your grass and tree sprites. How did you make them? I need some Tree and Grass assets for my game and I have no idea how to get them to look realistic like yours.

  • Underdog

    I am not a computer where I can look at your CAPX but let me give this a shot.

    Add an instance variable to your enemy called Bullets - make that 1.

    Add an event- on enemy spawn bullet - subtract from enemy instance variable 1.

    Another Event - enemy spawn bullet if instance variable is equal to or greater than 1.

    (PLUS whatever other actions you have to spawn bullets such as in line of sight or whatever)

    See if that works. Again I am doing this without looking at your CAPX so I have no idea if that is relevant.

  • Hasuak Another thought would be to have a gap between the enemy and the wall. only allow the enemy to get within 10 pixels of the wall or whatever.

    OR Have an invisible tiled background that sticks out from the wall a little ways that way the player will not be too close to the wall while overlapping the enemy. Make the invisible wall a solid but allow the player to walk through it the same way as you allowed the player to walk through the enemy.

    Event 1:

    Player on collision with invisible wall -> turn off collisions for invisible wall.

    Event 2:

    on player collision with enemy -> player will have collision set to off or false

    Event 3:

    {invert} player not colliding with invisible wall -> turn on collisions for invisible wall.

    Event 4:

    {invert} on player collision with enemy - Player will have collision set to true

    Let me know how that goes.

  • Hasuak

    Hmm, try adding this:

    Event 1 - on player collision with enemy -> player will have collision set to off or false

    AND Player not colliding with wall

    Event 2 {invert} on player collision with enemy - Player will have collision set to true

    That won't fix the issue completely as it will stop the player from walking through if he's against the wall. Let me think about it some more

  • I am not at my computer to confirm this works but from memory this should be possible

    Event 1 - on player collision with enemy - player will have collision set to off or false

    Event 2 {invert} on player collision with enemy - Player will have collision set to true

    See if that works.

  • Godge are the enemy ships actually moving or are they stationary in one place. a screenshot would help

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  • WIP level select hub

    I like it 7Soul very Rayman Legendsesque level select. Clever.