winstreak's Forum Posts

  • If you only have one floors. On collision with “floor” dis-enable bullet.

    You can do this for multiple floors but the more you have the more spaghetti it becomes

  • I thought this would be really easy. Not sure if this is a bug of sorts. I made a work around for you as well as explained to the best of my knowledge why it works and why the other one doesn't.

    youtu.be/XV9SVC-iMto

  • I'm glad you were able to find some value in it.

    If it is not working 100% as you want let me know the restrictions and request and I will be happy to try to get you some working code.

  • It might be easier to put an equipped = false on all equipment. Then as you wear them you set it to true and swap them out set back to false.

    This way you can always go back and find all equipped gear by searching that 1 instance variable on all items.

  • Good morning,

    I made a video about this topic a little bit ago. It explains different ways to stop/interact with bullet behavior. The last example uses tags. Let me know if it helps:

    youtu.be/RMXcth7qUwY

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Make an condition:

    Blue Square On Collision with Red Square (Or whatever your names are)

    event:

    Stop the code making the 2 wander

    Make the 2 interact how you want

    (This could be setting animations to attack or knock back or something along those lines)

  • This should help :)

  • Create a Global Boolean: TimerActive = True

    Add the Event is TimerActive = True as part of the Every 0.001seconds event

    (this should have no effect of the game)

    Whenever the player finish the game then set an action: TimerActive = False

    This will stop your timer from ticking.

    You can then do what you need with the numbers you have stored in MSPassed, SecPassed, and MinutesPassed

  • You’re welcome!

  • I think this is what you mean. I have a ball swinging from a spike attached with a chain: youtu.be/dQUfpIwNPio

  • You can use an Array to hold all your numbers, in your case 10 - 50.

    For indexes 0-14 you put in values 10 - 24. Then you can have 15 and 16 both hold 25, 17 and 18 both hold 26. Essentially adding more indexes in your Array with the same values you want to be more likely.

    Roll a random of all your Indexes and take the value from the array at that index.

  • I have an older video that I made which will walk you through it:

    youtu.be/27jqqqXxVPY

  • You need to spend time creating a system that allows you to add to the code without it becoming messy.

    Maybe make a list of effects all set to true. This is what your character can do in a normal status.

    If you go to jump it first runs a function check - can you jump? - jump came back true so jump else ignore command

    While crouch = true set jump false and MS 0.5

    Now if you jump the function will ignore cause it will fail the check.

    I’m the end it should just be -

    Player is crouching

    Player is sick

    Player is slowed

    Function

    Player can’t jump

    Player can’t run

    MS 25%

    Player can’t stand

    <everything else still true>

  • Thanks Sami :)

  • You need to use a Global Variable to hold the initial starting X,Y position. Then you can let each instance hold their own value for Distance calculated off the Global.

    This video will give you more details:

    youtu.be/KN4gp6cC3bA