sean080's Forum Posts

  • This seems like it would be something simple to do but maybe I'm approaching it the wrong way.

    I'd like for my game to track how many enemies are killed in a given room in order to clear it and open a door to proceed into the next room.

    Right now I have it so that when when an enemies health reaches 0 they are set to boolean "dead" = true and 1 is added to global variable "areaclear".

    I want it so when "areaclear" reaches say 10 for example this triggers a door to open and the player can move onto the next area.

    My problem is once an enemies health reaches 0 it triggers the add 1 to global variable 60+ times.

    I've tried using the 'trigger once if true' and also adding an action immediately after adding to the global variable to set the health to -1. I've also variations of this with a boolean check for "dead". None are working properly for me.

    Advice?

  • dop2000

    Thanks, that would have driven me crazy for sure. Thanks for the asset tip as well, that never even crossed my mind.

  • I found this tutorial on how to get 'Zelda' style movement for the camera.

    https://static3.scirra.net/uploads/arti ... croll.capx

    Which is great and exactly what I was looking for, but when trying to use it with my own layout I'm having trouble getting it to line up. The code is a bit complex for me so I'm not sure what exactly to adjust on the code or my layout. Here is a capx of my project.

    https://www.dropbox.com/s/kogv9mhzzsiz2 ... .capx?dl=0

    Any advice is appreciated.

  • Very cool. Thanks for taking the time to do that brunopalermo.

  • Perfect. Thank you dop2000.

  • Yes, here is a capx highlighting the part I'm working on.

    https://www.dropbox.com/s/5ubpw0l5vp7ce ... .capx?dl=0

  • brunopalermo

    Thank you, I had never considered something like having an enemy have a skill level and even learning and improving as the game goes on. I will definitely be using this.

    dop2000

    Thanks for both examples. I really like the complex one, that is going to come in very handy.

    I have one problem though and it's probably something very simple about angles that I'm overlooking. Here's what I'm using below:

    When I have 'enemybullet's behavior at 'set angle=no' the bullets shoot out with the random cone just how I want it but not towards the player.

    When 'set angle=yes' the bullets shoot toward the player but it ignores the set bullet angle action and the shots remain in a straight line.

    What am I doing wrong here?

  • I currently have an enemy that always faces toward the player and shoots a burst of bullets every so often. This works ok but I would like to add some variety and randomness in the bullets to make it more interesting. I'm seeking advice on what would be the best way to do this.

  • An elegant solution, thanks again dop2000.

  • I am trying to make the same enemy type behave differently from one another and shoot at different times.

    Right now I have an event for the enemy to shoot every random(x) seconds but they all shoot at the exact same time which is not ideal.

    I tried having the system pick a random instance but this just results in them taking turns shooting which is also not ideal. Any ideas are appreciated.

  • Got it, thanks!

  • dop2000: Brilliant, thanks. Works perfect.

    MPPlant: I would like to learn your method as well.

    I got the 'every tick' part set but I'm stuck on the next step. Which action would I pick to set up the 'if dist...' ?

  • I've been trying to get this effect to work but am not having much success.

    Imagine one object moving through a crowd of other objects. As the object moves through the crowd the other objects smoothly get pushed back a certain distance from the original object. Any ideas?

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  • Perfect. Thanks!

  • This is probably something really simple but I'm trying to get an bullet type object to spawn with a set angle away from the player position.

    I tried (-player.x, -player.y) but that does not work...

    thanks!