Sup with that?'s Forum Posts

  • I once did something similar, though it wasn't for weapons but could be adapted easily enough. In my case I checked if the object was on screen when the family variable signaled action, so it would only respond if it was equipped, hence in view. Not foolproof but I imagine there's lots of other conditions I could've substituted for something more elegant.

  • I can't tell what the question is? Is it about how to make an isometric map?

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  • Might be a tad difficult, but you can try using physics ragdolls. You can find an example if you go to File>New>Example: Physics Ragdoll.

  • Well, if objects are using the Bullet behavior you can use the event "Bounce off object" to make certain objects bounce.

  • I liked most of Mountain King Studios' games, in particular Raptor: Call of the Shadows, and DemonStar Secret Missions 1 and 2. For all of those what drew me in most of all was the level of detail put into the levels, Raptor especially so. Never a dull moment in the background, each level was unique and always had different landscapes and buildings scrolling by, many of which you could destroy. In Raptor I also liked the progression of the stages where you started out in what looked like some sort of desert/barren part of the globe with ramshackle buildings and no clear color scheme amongst enemies, so it looked like you were fighting a haphazard group of mercenaries. Then you'd move on to greener, built up areas where enemies' paint themes were more uniform, giving the impression that you were now fighting an organized military. For the last stage you'd be switching between planets and moon bases which each tended to have their own theme.

    DemonStar SM1 and 2 had prerendered graphics which looked really pretty, though the backgrounds tended to be a lot sparser and there was less enemy variety. It was a lot more arcadey: there were fewer levels overall and no option to save, nor an upgrade shop, instead you had to grab various powerups during the game, which in some ways added the tiniest bit of depth to the gameplay.

  • Persist does in fact remember the attributes of objects like their positions and animations, whether they're destroyed or not, their instance variables, etc.

    To use it just add the Persist behavior to any object that you'd like the game to keep track of, so e.g. monsters and powerups would need it, but a static background that never changes would not.

  • Well, perhaps this is just going way over my head but it seems to me like you'd need to run a weapon check at one point or another in the event sheet to know what projectiles to shoot.

    I suppose you can make the shoot sequence something more generic like "On shoot -> set boolean to true" where the boolean is a family variable found in all weapons (in the same family), then code every each weapon to respond differently when their boolean is toggled, if that's what you're after.

  • Been a while since I've used it, but doesn't NW.js require the full file path to the file?

  • This is only theoretically and I haven't tried it myself, but, you could try using the system's Wait function to apply the same actions on the follower object as the leader object to make it mimic the leader but with a slight delay.

    e.g. On jump -> leader jumps + wait 0.2 sec + follower jumps

  • Well, you can use the Persist behavior to make individual objects remember their state when you return to layout. If it's something more intricate you may have to set up a save system with LocalStorage or something to make it save/load data.

  • Silly me, I should've mentioned that it's 3D FPS style, so unfortunately it doesn't look like Gunforce fits the bill. It looks kinda cool though so thanks for the suggestion, haha!

  • So, I'm trying to recall the name of an arcade game I used to play a lot at the mall about 200 years ago, give or take. This was around 2000-2002 era, but I'm pretty sure the game itself was older than that. It was a rail shooter and had two of those machineguns on pivots which would vibrate when you squeezed the trigger, very similar to Gunblade NY and LA Machineguns for those familiar with them. There were no seats, so you had to stand. The theme was more or less something modern without giant robots or aliens or the like, just soldiers and tanks and other ordinary ordinance. No idea if there was a story at all, just that the player was stuck in the back of an armored pickup truck of some sort, blazing away. Also, there was a button at the front of the gun which would let you lock on and shoot missiles if you held it down for long enough.

    That's about all there was to it. Not much, I know, but it's been bugging me for a while now so any suggestions would be appreciated

  • You can also try rex's Push Out of Solid behavior in combination with Solid behavior to make sure units don't overlap, although you'll have to make sure pathfinding is set to custom instead of solids.

  • The first example shouldn't be happening if the sprite object is on a layer below the UI layout. I would guess it's somehow getting moved, or created, on the same layer as the UI.

    For the second example I would try to include a condition for the camera scrolling function that doesn't trigger it if the mouse is overlapping/dragging the window. I.e. "if click and drag + not dragging window -> move camera", This should stop the camera from scrolling if the window is being moved.

    For the third example I'd try something similar to the second. "If button clicked + mouse not clicking window -> destroy window". This way if the button is obscured by the window, clicking in that area shouldn't push the button.

  • Well, I don't think it's precisely what you're after but you can try the Scroll effect by Somebody (towards the bottom of the first post). Though if this project is something for mobile it may not work.