sorbias's Forum Posts

  • I tried to made one sprite slowly tween to grayscale, but even i have put the lerp values correclty (i think so) it won't work. So I'm again stuck with this and cannot find working clear enough tutorial for it.

  • Thank you sir!

  • I have this kind of level system. I have a timer that waits for some time. (in this case 10 seconds, but later it will be more like 60 seconds)

    Every "level" labeled sprite families has different enemies and when the timer goes off, the game will start spawning harder enemies, or old enemies with different rules. That's the basic idea of this.

    I think this should work like this, but still it does not work. And I have no idea what's wrong with my events.

    Now what the game does, it spawns enemies from Level_1, but when the timer (10 secods) goes off, it stops spawning anything and the game stops working. Of course half of it works, it should stop spawning level_1, but i have no idea why it does not activate 2th_level -group.

  • Ok, i figured it out. Thans for rf900.

    This program is lagging for some good documentation. I would give few hours easily for some good video tutorials.

    edit: the reason why am i using offset is that i need to simulate "radiation" of that nuclear pollution sprite. So it kills you slowly from little away.

  • this is my "code"

  • It seems that what ever i do, it works only in the left and top sides of the sprite, but i need to have the offset area all around the object... :/

  • Thank you guys, ill try to figure those out. Every time i keep going deeper into C2 and my game concept, i see how well they've done C2 and how much too ambitious is my first own game ever, but i am not going to give up!

  • I made a system timer in game and now it seems that the 1.3 seconds is different in every computer, or the same physics event takes longer in some older computers. How should I fix it so no one can cheat, or the game would not be harder for a players who has better computer?

  • volkiller730 I maybe wrote my question very oddly. That's best English I can write and i know it has some limits. (i'm not native English speaker)

    Maybe "or" is wrong definition for what I tried to achieve. Maybe "choose one of these actions at time" would explain it better.

    I'm not sure if I understood correctly 's explanation for solving this problem.

    I have something like 10 spawners, that must be able to spawn any kind of an object. It's Double random:

    First pick random spawner, then pick random object to spawn from that random spawner.

  • Let's think that we have a Family that is full of objects that will appear on screen randomly. Every 5 second the game will choose one random object from that family and spawn it to the screen.

    This is how it happens:

    Most of those objects are player enemies. Now I have made rule where when any of them touches the weak point of player, it will reduce life from HealthBar

    This is how it happens:

    Now the problem. When I said that the family includes mostly "enemies", I did not tell, that the family also includes health crates and coins that you can collect for score. The logical follow for that is that if a player jumps to the health crate with his weak point, he actually loses health and very fast he will have almost all of it back (but not all, because he touched the family member with the weak point of player).

    This same happens with coins. Player loses health and has score bonus.

    The weak point is one very simple invisible object that is pinned to player and if anything overlaps it, it will remove health from player.

    So i need to do a family for Coins and Health Crates, but the problem is that i don't know how do i fix the first event for being like:

    System - Every 5 seconds

    System - Pick a random Spawner instance

    ------

    Spawner - Spawn PhysicsObjects on layer 2

    OR

    Spawner - Spawn PhysicsObjects2 on layer 2

    Now I know that I can do OR-events, but I have no idea how to do OR-actions?

    Edit: Ok, there is a little problem with this i notices after i wrote this text. It would spawn too often the health and coin stuff, because of that rule it will choose average 50 % of time the PhysicsObjects2. But i have no idea how to do it differently. I cannot left them into the PhysicsObjects -Family, because then they will reduce life from player and will create "pain" -particles when touching player. Also if they are in some other family, they will mess up my spawning events (and lot of other stuff), because they would appear then at the same time with the other objects.

  • Wait a minute, i found that i has done some "bug" into that sub event. I have done it like "piano is overlapping piano" and it should be like "Piano is on collision with Piano" but now i see that it cannot be done here, because it wont allow me to do collision check to the sub group there. What should i do with it?

    Edit: now it worked, i have picture here about how i did it:

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  • Okay, now I'll try to explain this better way.

    This is another similar situation, but not exactly the same as I said in my first message:

    When an object falls to object that is in the Family named PhysicsObjects, I want it to create a particle cloud. There are two examples of those clouds: "Dust" and "MusicParticles".

    The event works perfectly in a situation when an object falls to any object in the Family except when the situation is like "piano is falling on piano". That event cannot somehow understand that it can itself also be part of that family... In that case the particles never appeared until some different object falls to that piano.

    The last event in that picture is my try to create it for the piano with sub event, but it did not work either and I do not know why.

    BTW: Volkiller730, thx for helping with the subgroup. I installed your cave game and its very similar as this game I am trying to do.

  • Thanks for that hint, it makes everything easier! But now I have 3 conditions in that same event and I want to have only 2 of them have that "or" feature. How should I do that?

  • Ok, i know this is little stupid, but i need to have keyboard support for my game to test it. So i wanna do event where you "press left button on screen" or you "press left key on keyboard" and either one of those is down, you go left. I do not wanna copy paste all events and create new booleans etc. for only test purposes so is there fast way to do that?

  • Yes, that overlabbing object fixed this problem. Thanks all!