winstreak's Forum Posts

  • You want to do a screenshot then crop down the image size to show only what you want, or if you are on windows you can use the snipping tool (Shift + windows key + s) which lets you screen shot a selected rectangle. Save the image and upload it in the reply window.

    Or save the C3 file and load in here - I see that a lot but I have never done it. So honestly I'm not sure what's involved.

  • Awesome, glad it helped :)

  • More people will be able to help you if you post this in the correct Forum location. How do I? is where you want to post your random issues you need help solving.

    Not sure what behavior you are using on your objects so it makes it hard to know what could be happening. A basic fix for bouncy/jittery sprites is if they have different changing collision polygons throughout an animation.

    You can check them by double clicking your sprite and clicking here:

  • You can always post your game outside of Construct Arcade.

    Itch.io is a popular site for hosting games now a days. It's a good website to have in your back pocket as a game developer no matter what - Game assets - Game Jams - Hosting!

    If you don't know how, it is super easy:

    youtu.be/mKHITlVwuCU

  • Going off memory here:

    I believe - Normie.8Direction.MovingAngle(180) would push Normie to the right

    random() will give you a random between 0 and less than the number entered

    random(45) = 0 through 44.9999 (~45)

    mix them together to grab a random direction

    Normie.8Direction.MovingAngle(160+ random(45))

    This would push Normie between 160 and ~205 AKA to the right but with a 20 degree slant down to ~25 degree lift upwards

  • It would be easiest to help you in this case if you post your code. This stops us from guessing possible reasons that aren't necessarily related.

    If you don't want to share all of your code, giving us at least the pathfinding code can get us started. ^^

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  • Finder on created

    <tab> object compare bool canbegrabbed = true

    <tab> for each Object

    <tab><tab> Pick nearest object || Action: object set animation frame 1

    This should work but I am I work so I can't verify.

    If this works you can try it again without the for each... I don't know off the top of my head if it automatically checks all the 'objects' I think it might.

  • The most common way to make a timer is to use unixtime which is built into Construct 3. Unixtime is in milliseconds so you will need to break it down to seconds (/1000).

    You will want to set your Timer to unixtime + the amount of time you countdown will be.

    Then just show the text with the difference - Every tick (You can change this to every second or 0.5 seconds if you need to save on performance. But I have never bumped into an issue with every tick on all my timers)

    Note of Caution:

    Unixtime is loaded from the users computer. This means they can go in and edit their time and it will change the games unixtime.

    Check back in about 11 hours:

    I plan on making a video on this tonight after work. I will walk developers through creating a timer and displaying the timer in different way for their users.

  • This is what I think you are going for, correct me if I'm off base.

    I changed your 17 to be what my 17 is.

    I then added 18 and 19 completely - but I dont think I edited anything else on yours.

    The idea:

    my 17:

    When you press your 2 keys and if you are SpikesCanShootOut: Jump / wait 0.2 (so youre in the air a bit) / spawn each of your spikes (I added a set bullet angle after each spawn so they both go randomly instead of just 1) / and set to false

    my 18:

    Dont allow SpikesCanShoot to be true until you touch the ground again... Since it only goes off in the air now.

    my 19:

    If spikes arent enabled (AKA they hit the ground) - Wait a little bit then leave the game so they dont clog up space and memory.

  • I would avoid the no spawn zones with my random summon.

    Maybe pick multiple areas you want your Player to randomly spawn in.

    Run a random check to choose a random area. int((random(2)+1) Gives you 1 2 or 3.

    If 1 grab a random x,y position to spawn where x and y is inside square 1

    If 2 grab a position in 2 randomly...

    ETC

  • Thanks- Ill take a look when I get home from work today

  • You definitely want to keep the bullet speed positive.

    I did have to set both the 'thrown items' angle as well as bullet angle for the direction to take effect (Which I found weird). But none of that should effect your gravity.

    Do you maybe have a max speed set that has the bullet continue to gain speed? Or do you reset your bullet speed after it's in the air. Those might overpower the gravity and make it seem like it's not working

  • There are a lot of reasons why it might not be working.

    How are you calling the 'spawn 2 spikes'?

    The easiest way for us to help you is if you show us some code.

  • Is there a reason you aren't using Behavior: Platform in any of your posts?

  • I was playing around with bullet with bounce and I made a pretty decent as well as easily implementable system.

    If you are still looking to set yours up take a look:

    youtu.be/CX_Use-Zi-o