Chris PlaysOldGames's Recent Forum Activity

  • Give your player the "Scroll To" behavior.

  • You can edit the title of your thread and add [SOLVED] to keep others from opening it since you figured it out on you own.

    Congrats!

  • You will have to find a way to pick them separately.

  • Your current events are changing the line position but instantly changing them back because every tick your putting line back to line.X and line.Y+2...

    If its either/or like taximan pointed out.. either overlapped or not then his method would work.. otherwise you will need to use a variable that you flip when a collision occurs.. if line normal lineVal=1 upon collision lineVal=0.

  • Why not store the variants as additional frames if the buildings aren't already animated.

    Then you could use on touch - change frame.

  • My bad I misunderstood the problem. I saw "bounces off solids" and assumed it was a problem detecting the collisions on the bullet instance due to physics behaviors.

    Short of putting everything your bullet could "bounce" off of into a family... I got nothing.

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  • If all else fails pin an invisible circle sprite to each bullet, make it just a little wider than bullet sprite and use an on-overlapping with anything condition. When it detects an overlap or collision (if you choose) then have it play/generate an invisible particle player set to play then delete and to act on the "closest" bullet instance to change speed.

  • Give them a bullet behavior and then set them in motion in the right directions/speed when whatever event you like tells them to...

  • You need to give all the sprites you might want to be centered the "scroll to" behavior set to disabled at start.

    Then you would test objects to see if they are in center using compare X and compare Y conditions in an event.

    Whichever object is closest to center would have the action "enable scroll to" activated.

  • Can you provide a screenshot of your events or the .capx file of your project?

    Your forum level won't allow you to post the link but you can paste the link in notepad and then put spaces between the letters... h t t p : / / e t c

  • Neat game. One thing you need to add is keyboard controls too if you plan on ever putting it on a web browser or Construct2 arcade. Just add keyboard object, right click your touch conditions and add the appropriate arrow key then right click the tiny space to the left of one of the conditions and choose "make -OR- block"

    I finally got it to do what your were referring to, it doesn't do it all the time.

    Most likely this is being caused by one of the animation frames not having a collison bound setup.

    My recommendation is to make a player control sprite that is set to invisible, all your movement options, collisons, and damage options etc should use this invisible sprite. Then pin your actual player graphic sprite that has animations to this invisible sprite. Now you don't have to worry about animation frame collisions since all this is being handled behind the "graphics". It also makes tweaking collision bounds soo much easier since you only have to do it once!

  • In your spawning condition you can use "not inside layout" condition to allow a valid spawn. It will then keep trying to place until it was outside layout. I have used this method on several projects and even with quite a few spawning objects its pretty fast with little overhead.

    Otherwise you will have to determine the x,y values for your screen size and manually spawn outside these values.

    You could cheat a little as well.. you could place "spawner" sprites outside your screen area and then randomly choose one of them to spawn from. I use this method when I want the enemy to randomly come from off screen but control their entry more precisely..

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Chris PlaysOldGames

Member since 22 Aug, 2014

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