Scenic Route's Forum Posts

  • I've tried every way to find an answer for this, but I guess I just don't know the right terminology.

    I'm trying to create multiple enemies on screen with a bullet movement. Each will travel X distance, then rotate 90 degrees, and repeat.

    To do this, I have an invisible sprite "Enemy_Box" with Bullet behavior to handle the movement, and I'm pinning Enemy_Sprite to it so that I can control the animation.

    I can get everything to work fine so long as I only have 1 instance of Enemy_Box and one instance of Enemy_Sprite. But for the life of me I can't figure out how to make the system work if I have more instances of each on the screen. The pinning goes crazy, the movement goes crazy... I have no idea how to designate which pins to which. If I add a "name" instance variable, I can't find any way to access that with the Pin command.

    Am I going about this entirely wrong??? I could make a separate Enemy_Box1, Enemy_Box2, etc. sprite for every enemy, but that seems crazy redundant... that can't possibly be the only way.

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  • I have tapped, swiped, held, and double tapped every conceivable graphic, text, and blank spot there is, and nothing will show me the Layers menu when I'm using the Construct 3 editor on a mobile device. A small box at the bottom tells me what layer I'm on and the zoom level, but NOTHING actually gives me the layer menu. WHERE can it be hiding???

    (also, the color selector in the sprite editor seems to have the same issue.... nonexistent)

  • Cool, thanks for the advice! I'll have to give that writeup a hard look.

  • Math. It's my kryptonite. Or maybe it's just my (lack of) logic.

    I'm really new to Construct, so I don't know many of the native commands(?) yet. I have a dinky little scroller I'm toying with, where I want the Player to "fight" with an enemy when they collide. The trick here is that I have a host of attributes that I want to compare to calculate the final damage.

    So far it looks a little something like:

    EnemyHP - ((PlayerAttack + (PlayerStat-EnemyStat) - EnemyDefense)

    I'm trying to take the player's Attack score and boost it with elemental abilities (Stat in the formula), but reduce the effectiveness of that ability if the enemy also has it. Somehow I have to make sure the enemy doesn't actually heal if it has more ability or defense... still trying to wrap my head around that.

    My ACTUAL worry is that I have about 6 different elemental-based stats I need to run that comparison on for each bump attack, as the player and enemies can all have varying degrees of each element at the same time. Am I going to have to run a comparison 6 times within the attack formula, once for each element, or can anyone think of a cleaner way to do it?

    Thanks a bunch!

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