strike911's Forum Posts

  • I want a laser blast to hit a someone from the family "Enemies" and give a set number of damage. I want multiple enemies on the screen at once as well. The reason being so that I can set varied levels of health for different types of enemies, and additionally set different kind of damage dealt by projectiles of varying sorts (when I add more; for instance a laser might do 2 damage, while a bullet does 5).

    When I implement this, however, as soon as the laser hits the person from the "Enemies" family, everyone in the "enemies" family destroys... which I don't want to happen. I just want it to affect individual enemy units. I understand how to do this with private variables. I'm not sure if I should redefine all of my family variables or what.

    Setting all enemies into a family would prevent me from defining EVERY event for all of my enemies in the event that I would have to use object specific private variables. I'm new to this, so I apologize if I'm wasting space with newb questions.

  • _<

    I could do that, but ... I would prefer not to... I guess heightmaps it is.

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  • I'm working on a horizontal sidescrolling shooter. Everything looks so flat, except for the background which is using 3D boxes, particle smoke effects, and the explosions. That leaves the actual sprites that represent vehicles in the game's world which the player looks at the most...

    What can I do to give them a more dynamic look? I can't tell if a subtle skew addition would help anything, but it seems the most promising. I'm kind of avoiding bump/height mapping, for one reason or another, partially because I can't get the lighting to cast quite right. Lighting would sure make things better, I bet, but how does one go about adding a light that can cast on to the bump map? The lighting object?

    Anyway, I want to know your mimicry of 3D secrets.

  • Oh really? Good to know. Thanks appreciate it.

  • Love Construct.

    One thing that does bug me is that if I need to add another layer below the stuff I already have, then I have to adjust every single event because the original layer just became layer + 1. Do you see what I'm saying? I hope I am explaining it well. Is there any chance the game can update the events with layer information to automatically adjust for the new layer, without having to go in and manually adjust them?

    Sure, I could set everything up from the beginning, with 10+ layers just in case, but that requires planning, foresight, and knowing exactly what you want to do. Spur of the moment changes with the current system in massive games start to get difficult.

    Cheers.