Stormsong's Forum Posts

  • Solved.. I've been working so much this week I hadn't realised there was a better way.

    Called a state change function when needed now instead.

  • Okay, so I've been using Construct for years now and I feel so stupid for not knowing this.. I'm sure I've sorted it in the past but I'm struggling with it right now.

    I have many enemies and I want a little icon to pop up over their heads when they're alerted (think Metal Gear).

    I want this to happen once per enemy but when it happens. I want them to start other actions too on a state change but I just want to start with this one simple action to see it's working.

    So when one enemy changes state an icon pops up.. except it works for the first enemy, then all others it continues to spawn - I've tried every combination of actions I could think of so I would love some advice on how to do this properly!

    I suppose this is what I'm aiming for:

    enemy variable state = "idle"

    For each enemy

    Trigger once

    {

    Spawn icon

    }

  • Thanks for the feedback, I really appreciate it :D

    1. Not intentional in the original design, as such bullets now only live just beyond the screen, mostly avoids this. Also, the range at which enemies become active needs tweaking.

    2. Known bug, currently the detector will move to the left or right if you press those keys while in cover, and pressing down while the detector is over cover is what leaves it - so the detector being moved messes this up! As such if you find you can't exit cover pressing up to place the detector over cover and then down again fixes it.

    3. Fixed! The sprite animation data was corrupted causing the bullet spawn issues and the Z-ordering.

    Haha I'm pleased you like the celebrations - it was a silly idea I had but one that turned out quite charming :D I like the idea of different celebrations though, I may look into that. Maybe different celebrations for different enemy types!

  • Thanks! Yeah, I've barely started adding all the gameplay mechanics, just got the basics down.

  • Haha no no, I was just willing to put a special character in the game for whoever solved the problem! Oddly there were some weird Z order issues with the old sprite which seem to be sorted now too, glad the whole ordeal's done with and I can continue with it.

    Oh also, if you tried it I'd love some feedback.

  • Fixed the damn thing! Seemingly the sprite object was corrupted somehow, it sometimes wouldn't let me duplicate frames and such so I should've considered this sooner. Created a new sprite, imported the old images in and it's all fine! Phew, relief.

    shinkan Seeing as you're the only one attempting to help I'll still honour that reward if you fancy it ;)

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  • There's the player collision, with the sprite pinned to it, then there's also a detector whose position depends on the direction of movement - it's there for detecting "cover" walls (holding up near them takes cover, then down again to exit).

  • I'm working on a top down shooter but when the player sprite overlaps a solid object such as a wall and fires, the bullets spawned are pushed out of the solid. Is there any way to avoid this? I've tried setting position after spawning and various other things, but no joy.

    I'd assumed that this was a feature of Construct, but it doesn't seem to happen for enemy bullets so now I'm not so sure.

    There's a link to the game at the moment below

    here

    ASDW for movement and right-arrow is fire at the moment. When you try it you'll see as you near a wall the bullets spawn far away from the weapon.

    Any help would be gratefully received as I'm desperate! In fact, whoever gives me a solution can have a special character in the finished game ;)

  • Sounds like something really interesting you're working on. I've done a fair bit of work using Construct with databases and PHP but I've not quite figured the best way to do what you're needing.

    Would it be possible to only have a database entry for squares that contain something? Then use a script to get any entry within the x/y range specified whereby a certain field is not blank?

    This would bring down the number of results returned by the script and be more efficient - but if you need info from EVERY square then it's no good.

    Alternatively, run a script several times, once looking for each resource or troop type? That would also limit the number of results significantly and you could still get every square in the range - again this would also be helped if there are empty squares as it won't be retrieving them.

  • I'm working on a top-down shooter at the moment and it's being going great. However there's one niggling problem I've had from the start which I've only just attempted to fix.

    So I've discovered that when I spawn bullets over a solid they're pushed out. I can see the reasoning behind why Construct would do this, but being that the collision for the player and its sprite are separate there are going to be times where bullets need to be created over the solid walls.

    Is there any solution to this? Am I going to have to come up with my own solution for collision detection so that I can avoid using the 'solid' behaviour?

  • Oddly enough this worked, while I was doing something very close to this which should've also worked in theory.

    Anyway, nevermind it's working now - thanks for the help! :D

  • So, I have a spawnpoint, each one spawns an enemy collision, then a sprite which it pins to the collision.

    I want to change the animation of each sprite when its associated collision is moving (8 direction). I've got the movement working fine, they move as individual enemies but yet the problem is that they will ONLY change the animation when ALL instances of the collision are moving, and ALL instances change their animation, not just the ones that are actually moving.

    What I want to do is have a sprite animate ONLY if the collision it's pinned to is moving.

    I've tried assigning an ID instance variable and checking the sprite's ID matches the collision ID and it still works the same way.

    Any help would be massively appreciated as this project WAS going so well until now! Thanks!

  • sixe That looks fantastic! Absolutely love the style.

  • <font size="2">Hello all.

    I'm starting this topic to show progress on a big project I've been working on for quite a while now. Hopefully a few people might take an interest and if so, that'd be great.

    If anyone wants to know how I've handled particular aspects or features I'm also happy to share my techniques.

    What is it?

    Rustworld is a side-scrolling shooter/platformer with heavy emphasis on survival, set in a persistent post-apocalyptic world.

    Where it's at..

    Currently it has the core mechanics down in a basic form, such as aiming, shooting, switching weapons, picking up items, walking, sprinting, jumping, moving between areas and a day/night cycle.

    Where it's going to be..

    The emphasis is very much on the persistent world. If you use up all the spirits from a bar to fuel for flamethrower then you'll have to find something else to fuel it. If you destroy a building in a particularly brutal firefight, it will be leveled for good.

    Alongside this the world has to be interesting and have some random elements. I always wanted there to be a lot of scope for people to share crazy moments and experiences they had in the game. I wanted it to be different for everyone. As such, there's a day/night cycle and a weather system which affects certain gameplay elements - including a few surprises which occur under certain circumstances!

    Here's a short video showing a very early test

    http://youtu.be/XKINUo8QH34

    ..and an early screenshot

    <img src="http://corvidaegames.co.uk/Images/rustworld1.png" border="0">

    Gameplay..

    Wandering across the lonely landscape you're chased by machines until you stumble upon an old shed. Within, there's a mysterious blueprint. Exploring the nearby area will grant you access to some of the parts needed to complete the blueprint. Some will just be collected from buildings as you wander, others may already be part of some deadly machines. These machines will try and kill you. Some are rusty at first and prone to glitches, but eventually they will upgrade themselves beyond their original means.

    Features..

    If anyone wants info on how to achieve any of these features I'll be more than happy to help, either via private messages or in this thread.

    • Basic specular highlight effect. Not perfect but it adds a bit of depth.
    • Levels loaded from files rather than predetermined layouts. This gives the opportunity for downloadable content as far as levels.
    • Login to Corvidae site for achievement and stat tracking.

    (happy to share info on this one but I'm not prepared to let people try it until I've validated user input to avoid malicious attacks on databases)

    • Upgradable/buildable weapons.
    • Dynamic weather.
    • Day/night cycle.

    If anyone's interested then I'll try and keep this topic updated regularly :)

    </font>

  • calyston00 It was good, I enjoyed it - I couldn't beat it though :( I did enjoy the game over screen with the skeleton guy though, that made me chuckle! It was a very charming game. I tried playing it again but I just get a white screen at the moment, not sure why.