Sushin's Forum Posts

  • Hi everyone.

    I'm trying to figure out how to get a 4 player game working where I only have to make one set of events for every player, but I'm not sure how to go about it the best way.

    <img src="http://puu.sh/6eVwi.png" border="0" />

    This is my attempt, but it moves every player with one controller.

  • Try this behavior

    scirra.com/forum/behaviour-boids-flocking_topic61864.html

    I used it for one of my games. It works pretty well.

  • Try removing the else and just have a inverted "has line of sight" event there instead.

  • Clay.Io is a similar API that has a Construct 2 plugin.

  • Make a camera object that is positioned where you want on the map I guess. It's going to overlay the layout no matter what because Construct 2 doesn't have custom view ports or anything (as far as I know) but with a camera you have more control of what is being viewed.

  • Huh. Interesting. If your game has slopes, don't use the velocity property. If you used the platformer behavior, the problem with that is that it doesn't register slopes as uneven surfaces. It was made strictly for platforming w/o slopes.

    That's also why velocity won't work. It will push sideways into a slope rather than along a slope.

    You're going to have to come up with some other solution I'm afraid. It seems like what you have now is a good start with the torque and all. You just need to make it easier (or challenging but not annoying) to climb slopes.

  • If you just use the velocity property for physics, you can emulate the platformer behavior pretty well.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Uh...If your game is going to be a desktop application then there will be no black bars...

  • Pin (behavior) them all to one object and rotate the one object.

  • Uh...without physics? Basically you will have to make your own mini physics engine in Construct.

  • Make sure that everything that moves will move based on DT, then setting the time scale to 0 will pause everything that moves.

    Also, hook time scale to a boolean (Pause = 0 or 1 for off and on). That way, you can also selectively ignore player input on keys and buttons if the pause boolean is true.

  • spongehammer

    Colludium

    Works good enough. Thanks!

  • The main problem I'm having is detecting whether the player is on the floor (for a jump). Is there a way to do that only with the physics behavior?

  • Bullets move the direction they are facing, and objects always face right by default, because right is 0 degrees. Change the angle to the direction you want it to shoot (180 for left, 270 for up, 90 for down, or set the angle to another object such as a gun)

  • Yeah - not sure what's going on there. I couldn't get it to do anything with the loops properly separated. Some logic checks are obviously being missed by C2 and I'm struggling to identify a fix. Sorry to not be of more help...

    It's fine. Thanks for helping as much as you did.

    I actually ALMOST have it working by removing all the loops and else statements between "is alert" and "is not alert"

    The only problem left now is that they don't go back to patrolling. I think the for each loops were actually redundant...

    EDIT:

    Okay..actually I just fixed it by starting their patrol timer in the same event that they go unalert.

    I read up on Construct 2 events this morning and thats where I got the idea to get rid of the for loop. Construct 2 already loops through all the       instances by itself.