whaleyboy's Forum Posts

  • 14 posts
  • Does anyone know if this plugin can still be downloaded somewhere? This thread seems to be dead and the download link is missing :(

  • Awesome, thanks you very much!!

  • Hi all!

    I'm currently having a go at making a platformer type game and have run into 2 issues I just can't seem to fix.

    1) I've got a "column of fire" type object that I want to turn on and off at different intervals (duration and pause times are stored in instance variables). I've set it up with 2 animations: the default one is it's off state and one called "Fire" is a 2 frame animation for when it is activated. I'm trying to get it to activate when it comes on screen and cycle between it's off and on state (so the player has to time his jump to get over it). I don't think I'm approaching this the right way.

    2) I have a boulder type object which I want to start rolling when it comes on screen. I've given it the 'Platform' type behavior because I want it to fall when it gets to the end of a platform. It works ok when there is only one on screen but if another comes on screen the first one stops until the second one is destoyed then the first carries on. Not sure why its doing that!

    Here's the capx if someone could take a look and tell me where I'm going wrong <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://drive.google.com/file/d/0BwoaeB ... sp=sharing

    (Move with the arrow keys, "Z" to jump)

    Thanks!

  • I've using the standard Platform controller to make a platform game and want to be able to 'knock back' a player if he touches a spike on the floor. In other words when the player collides with the spike object he will fly up and backwards a short distance. I'm trying to use the 'set platform' vector commands and setting the vector Y works fine (the player flies straight up) but setting the vector X doesn't seem to do anything no matter how large a value I use. Does anyone know why this isn't working or suggest a better way? Thanks!

  • Thanks for the help guys, turns out it was the size of the array that was wrong! Cheers for that :)

  • I've got a simple array setup and have set a couple of values:

    <img src="http://i.imgur.com/SDuYU.png" border="0" />

    But for some reason the debugText always displays "Can you get that chest? -- 0"

    So the value at 2,1 never seems to get set. Am I doing something wrong (likely) or is this a bug?

    Cheers!

  • Nice one! <img src="smileys/smiley1.gif" border="0" align="middle" />

    What is Rexu and Rojo? Also you have a condition where the enemy spawns a ninja star that says Player->Pick nearest to (Enemy.X, Enemy.Y) Could you explain what that is for?

  • Thanks for that! Its a definite improvement. Getting my head around how this all works is proving more difficult than I first thought. Glad to know there are people around who are so good at answering questions :)

  • Arg! Another issue I'm having is that when I pin newly spawned line-of-sight objects to enemies that are not created at runtime (they are just placed in the layout view) it ends up pinning all the line-of-sight objects to a single enemy..!

    Here's how I'm pinning them:

    <img src="http://i.imgur.com/Lsv3i.jpg" border="0" />

    Any ideas?

    edit: oh and here's the capx <img src="smileys/smiley1.gif" border="0" align="middle" />

    docs.google.com/open

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  • Thanks for all the help guys! Ok, I see now I was doing it all kinds of wrong. I added the line of sight stuff you posted GenkiGenga, and I'm also trying to use UIDs to filter objects. I'm still getting a problem with 2 enemies firing at the player even if only one of them is in range. I know its something to do with checking the UID but I'm not sure how to proceed. Here's the latest capx...

    docs.google.com/open

  • Ok, I've given it another go, but I just can't get it to work correctly. I did as you said and attached a range object to the baddies (I used a cone, but thinking about it a bar as you suggested is probably sufficient). Now the baddies only fire out a raycast if the player is in his range object. So far so good. But the trouble starts when the player is in 2 baddies range objects. They both fire out a raycast as expected, but even if only one of the baddies raycast objects hits the player they BOTH fire out a ninja star! Grrrrr. I can't seem to figure out how to associate the raycast objects to the badies that are spawing them. Here's the new logic:

    <img src="http://i.imgur.com/8OawV.jpg" border="0" />

    and here's the capx file on google docs:

    docs.google.com/open?id=0BwoaeBCiAbv0VVlqbzM4Q0tmbFk

  • Thanks for the reply, I'm not at my proper pc at the moment so can't have a go at trying your suggestion at the moment, but I'll try and post my capx again:

    docs.google.com/open?id=0BwoaeBCiAbv0VldINXpWVnBJY0U

    Hopefully that will work now!

  • I'm not sure how I go about that if there are an indeterminate number of baddies...? There's something I'm just not getting about the whole instance thing I guess. Here's a screen grab of the bad ninja logic:

    <img src="http://i.imgur.com/e4IwG.jpg" border="0" />

  • I've got a little test level going where you control a ninja and there are bad ninjas that throw stars at you. I'm faking a raycast by having the bad ninja fire an invisible sprite at the player, and if it hits the player then fire a real ninja star. So basically the bad ninjas should only throw a ninja star if the player is not hidden by a wall. It was all working fine, but when I added a second bad ninja (copy and paste) both of them now fire at the player when any one of them has a clear shot. Can anyone explain what I am doing wrong and how to remedy this...it's driving me nutty! <img src="smileys/smiley19.gif" border="0" align="middle" />

    I tried to add a link to the capx, but being new here it doesn't allow me for some reason!

    Thanks! :)

  • 14 posts