Chris PlaysOldGames's Recent Forum Activity

  • If the variable is always either 0-1-2-or 3 then just use the System condition compare variable value to see what it is at anytime.

    If you need to know what the original value was then save it in another variable and then compare the two.

  • no... but you can pin other sprites to it using image points and the pin behavior and then use their collision bounds.

  • Damn... I wasted a bunch of time playing that game.. its quite fun..

    Looks to me like its simply a really long layout/level the back grounds were simply repeating parallax layers.

    The problem with space shooters is space is basically endless so you can't simply repeat the same cruise ship over and over like that game does on the beach scenes.

    1. You can do it several ways, dynamically generate stars and heavenly bodies randomly that move on a black background using a bullet behavior.

    2. Or you can use a repeating starfield background (this method is tricky as you will run into the white line issue of repeating backgrounds in construct2).

    3. You can do like I did in my space shooter (linked in sig), I simply used a wiiiide .png and timed its speed to last until wave 100. Since my game wasn't infinite this works.

    If your making a level that the player beats after going only so far then this would work for you too.

    If you question was really about parallax layer behavior.. there are lots of tutorials and a manual topic explaining it using Construct2.

  • Like this?

    https://drive.google.com/open?id=0Bx-ufu2WID53UnFSUFc4MnZJWHc (use download arrow in upper right corner)

    You could use an instance variable attached to one of the sprites as well, I just used global for simplicity.

  • Are you referring to both characters being at the start when the game begins... both the blue cube and the viking guy?

    The reason for this is simple... you drop both when the scene begins regardless of which the player chooses.

    You will need to either start them off the screen (below ground level) and "spawn" the chosen one at the start point or set them both to invisible at start and set the chosen one to visible when they are selected.

    If that is not what you are referring too... please be more specific.

  • Try this:

    https://drive.google.com/open?id=0Bx-ufu2WID53S2pfejgwYnNQY3M (click the download arrow in the upper right corner of the screen)

    My example uses spacebar to fire, I didn't add the destroy, and the damage sprites are visible so you can see their spacing... otherwise the art work is spectacular...

  • Let me make sure I understand... your wanting the invisible damage sprites to spawn 3 in a row and then be destroyed followed by a delay and then repeat?

    ie. damageSprite, damageSprite, damageSprite (destroy,destroy,destroy) (delay) damageSprite, damageSprite, damageSprite (destroy,destroy,destroy) ?

    As far as sprite fire or particle fire it really depends on the look of your game.. particle fire would be easier once you got the right particle look since you don't have to animate it... but particles can begin to add up if you use many in your game at once.

  • On overlap should work fine.. sounds like you have something else going wrong.

    If I was making this I would use 2 invisible sprite "zones" one covering each box and use the on-overlap condition. I would however use a double condition test for overlapping both (ie. is overlapping spriteOrange and spriteApple).

    You could get more complex and grab the orangeBox.X and the AppleBox.X and then test against their values to determine which one is closer to the apple.x or orange.x but for a simple project like this I would just use overlapping sprites.

  • Did you use System-Trigger Once While True in your randomize condition?

  • The comment about every bullet hurting every monster refers to picking specific instances of an object...

    If anytime a bullet hit a monster, ALL monsters on the level take damage is what it is referring to.

    That paragraph is talking about "picking" instances.

  • Yes.. and no. You can link event sheets so they can be used in multiple layouts.

    Only one layout will be "running" at a time though. You can "track" the changes to the other layouts via global variables and then update the other layouts when they are in focus...

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  • Containers.. should do what your looking to do.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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