Santhenar's Forum Posts

  • I received a message asking about this, but I am unable to reply as I don't yet have enough reputation.

    However, in answer to the question- This is not paid work, however I plan to develop a product to potentially be submitted to Steam, among other places. If that was successful and money was made, I'd be happy to share it with any collaborators.

  • Never mind, I've solved it using the ForEach condition.

  • Hi!

    I have a piece of code which sets an objects AngleOfMotion variable when the object is created (using the OnCreated condition), and then a second piece of code which moves the object every tick dependant on its AngleOfMotion.

    The problem is that every time a new instance of the object is created it sets the AngleOfMotion for all active instances of the object, when I only want to set it for the instance which has just been created. Otherwise all instances change their motion as soon as a new instance is created.

    This is for a custom particle emitter.

    Any help would be greatly appreciated!

  • Thanks for your help, I honestly don't think it's possible without building a custom particle emitter. But I think it may be useful for me to do that anyway.

  • It's cute and engaging with lovely sound effects.

  • Does anyone have any tips, tricks or links about making good looking bullets?

    I want my bullets to feel powerful and destructive.

    Mostly I need help in giving them a good trail effect.

    Currently I have given them some decent-ish smoke trails using the particle system but this is crappy for a number of reasons, mostly because I still haven't found a way to get particles to correctly inherit an angle, and so when the bullets are fired at an angle the trails do not look right. (Also, when the bullet is destroyed, all the particles created by it vanish instantly, which looks awful)

    So... Um... Any thoughts would be greatly appreciated.

    How have you guys done your bullet effects?

  • Thanks!

  • Hi!

    I'm in the process of organizing my event sheets into groups etc. so that they are less confusing.

    One thing I've noticed is that it's REALLY REALLY difficult to move events around without them automatically becoming sub-events of other events or merging themselves or whatever. Right now I have a group called "Machinegun" which should be a sub group of "Weapons" but Construct has positioned it so that "Weapons" is now a sub group of "Machinegun" (the wrong way round) and I can't get it to let me restructure it.

    There must be an easier way than the oh-so infuriating drag-and-drop system, right?

    Please tell me there is.

  • Is there a way to set the VectorX/Y for an object with 8direction behaviour?

    If not this seems a slightly massive oversight.

    I need to propel an object at a specific angle, got it working with platformer using VectorX/Y, but with 8direction... Can't set those variables?

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  • Yes that is the right idea, but if you set the angle of the box to 45 degrees then you'll see my problem.

  • I'm currently working on a shooty style game. It's a long way from done, but progress is good.

    Anyway, in the future I'm thinking of having a female character who can deliver information and a limited narrative/interaction with the player.

    I was wondering if there are any ladies around who might like to lend their voice to the character?

  • I had a similar problem.

    Solved it by making all the platforming commands work on an invisible square sprite, and then pinning the actual player sprite (position only) to that square. Then don't issue any angle-changing commands to the square, and only rotate the player sprite when you need to.

  • SOLVED IT.

    Step 1 - add the new vectorX and Y to the current VectorX and Y, as aphrodite says.

    Secondly, my platformer deceleration was higher than my gravity, which is why there was the disparity between the X and Y effects.

    Now it works wonderfully!

    Cheers!

  • Hmm... If I had playerXvelocity and PlayerYvelocity variables then I could do all movement using that, and that would make the recoil system easier.

    Although it seems that would mean that I'd have to not use the platform behaviour for movement at all. Which would mess up the fact that my character can currently accelerate to high speeds and then brake very quickly.

    Hmmm..... I would have thought that the Platformer behaviour would have Xvelocity and Yvelocity variables already, in order to make it work.

    But how do I access them?

  • Also, using this method cancels all other momentum... Not sure how to get around it. But it would be nice if you could use it to "rocket jump" by pointing it at the floor without it cancelling your horizontal momentum.