thomas0611's Forum Posts

  • Simple and effective! Cheers my friend.

  • Hey hello!

    I have a problem, I'm hoping you can help me solve.

    I want to use families to have the player's damage apply equally to all objects, inside one particular family.

    For example:

    Family "Enemies" holds one object: "Enemy"

    Player character does 10 damage per attack.

    My logic:

    If Family "Enemies" is on collision with Player_Fist:

        >

        >

        (Sub-event) For each Enemy:

            Subtract 10 from Enemy.HP

    Ok fine, seems to work. But what if Family "Enemies" held, say, three objects:

    Enemy_Light(100HP), Enemy_Medium(150HP) and Enemy_heavy(200HP).

    Then what?

    Thanks in advance fellow Constructors! I know I can always count on you!

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I'd like to start by saying that I've learned so much the past few months from this forum! I hope to know enough soon to start contributing/giving back to this fine community! But that's a long ways away me thinks, as there is still much for me to learn.

    Like angles.

    Disclaimer: I never took maths in high-school, or beyond. I've only just started to come to grips with the most basic calculations. Coding in python and working with Construct 2 is really a fine way to learn how to do math at a later age. So please consider this in your answer: I'm a dumbass.

    The question:

    For the sake of explaining what I'm trying to do, please imagine the adept's "pull" skill from the "Mass Effect" series. Then imagine a 2D side-scroller.

    A projectile is launched at an angle, from the player towards the enemy/object. Upon collision, the enemy/object is then propelled towards the direction the projectile just came from.

    I used to solve it like this:

    When (push) collides with (object) Apply impulse (value) towards angle (player.x, player.y).

    Simple enough eh? Its a rather limited approach though:

    I'd like to be able to control the arc of the projectile (any clever thoughts on that will also be much appreciated) so then the player's position is no longer the origin of the projectile.

    How would you solve this?

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  • Great, thanks! Makes perfect sense.

    So how about that shotgun blast? Any ideas?

  • Hey all,

    Like many Construct 2 noobs, I am just overflowing with questions! Great to see such a helpful forum-crowd though! Hope you can help me out on these two short questions! Thanks in advanced.

    1)"Create new object VS spawn another object"

    I can't fully grasp the difference between creating (system>create new object) and spawning (object>spawn another object). I'm sure the logic is stupidly simple, but so am I. Any comprehensive ways of breaking it down?

    2)I'll ask this by means of an example.

    Say a fellow felt the desire to create a nice, arcing shot-gun blast in construct 2? What best way to go about making the bullets? Create each individual bullet? Use particles?

  • Hey Y'all!

    So a quick question: If I were to implement a combo mechanic, similar to that of, say, the Devil May cry series, how would I go about that?

    To clarify, by 'combo mechanic' I mean the following:

    The player can execute a variety of attack through combined key input (like the 'half-circle-forward hadoken from SF for instance).

    So far I have only managed to connect one single key press per action. I would like to know how I could have characters act differently, according to key combinations.

    If someone has already explained: sorry my bad, where can I find it?

    Thanks!