Chris PlaysOldGames's Recent Forum Activity

  • Using family I think you can get the UID of the object in the family... but I haven't tried.

  • I would have the picked up enemies be separate sprites with their own animations. Then you don't have to worry about player control when they are in a picked up state (except maybe have his arms up in hold position). You could then when one is picked up have characters arms locked in up position and pin the mob to an image point above characters head. The mobs themselves can contain a pickedUp variable with timer that unpins them after their timer expires. If player throws one you can destroy one and spawn one being thrown at another image point.

  • The answer is yes... however...

    You can't do it from the turret behavior events and actions themselves that I have found.

    The closest I have gotten to smart targeting specific objects (that aren't simply nearest or of sprite type) is by using the turret action to target specific "family".

    You will have to "pick" your target using some other method and then store it and its x,y to a variable though. The turret behavior itself doesn't have the ability that I have found.

  • "Down to Earth" looks like a very cool game! I love the simplistic controls paired with deep story.

  • One thing I enjoy about Construct2 is how you can "fake" many complex logic problems. One easy example is simply placing an invisible sprite and telling it to spawn whatever you want... no need to know its sprite.x,sprite.y. My first project (one in my sig) is a hodgepodge of hacks and fakes but I think it is pretty cool at its early stage.

    I used invisible collision sprites to tell the bombers when to drop their timed bomb orbs because I was too lazy to figure out a logistic formula based on target and enemy x,y and time since spawned... just drew a horizontal sprite, set it to invisible and used on-collision with releaseSprite spawn orb timed to random(0,1.5) seconds.

  • We are all made different. I also have trouble with complex (and sometime simple logic).

    I am a poor coder with syntax coding for this reason...

    I find looking at it several different ways helps, also asking yourself if you can get a satisfactory result using another method...

    Also just say here in the forums what logic problem your trying to work through and you will find there are some pretty amazing logic creators around..

    I am just not one of them...

  • Have you checked out this tutorial and .capx... https://www.scirra.com/tutorials/1032/g ... creen-play

    it may help get you started. I have also seen some rope tutorials in the tutorial section that might help too.

  • Did you set your background image to its own layer.. say "background" and then lock it in the right side list (lock icon beside layers names)? The lock keeps it from being selected and ignore clicks and drags. Also make sure the background image is behind all other layers in the z ordering.

  • I would start with giving the ball object the physics behavior and then using apply force action in the up direction. If you want it to jump toward the cursor click then you can grab the mouse.x, mouse.y in variables and then set angle to these when you apply the force. With the physics behavior attached the ball object will automatically fall with "gravity" so you would simply need to tweak the dampening until you achieved the appropriate 2 second effect your after.

    You will need to have added the mouse or touch objects to the project by double clicking layout and selecting it from tools object menu that pops up.

    The mouse event you will probably need is the On-click (not On-clicked!) and use left mouse with single or double-click whichever fits your game.

  • Several ways...

    Start with the beginners tutorial and ghost shooter tutorial. They will get you started with this topic in no time.

    In short.. spawn bullet sprite containing the bullet behavior at player object and set its angle to player.x,player.y...

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  • Can you post a screenshot of your spawner code or a .capx.. would make it much easier to figure out what you're trying to do.. I can think of several ways to do this (and did in my space shooter) but it seems you have a certain way in mind.

  • From the way I understand it only the elements within view are will be drawn by the camera so your off-screen sprites shouldn't add too much load. The ground map itself will be your primary concern in that regard since its size will count. Thus a tilemap would be the best ground for mobile development if you plan on using a laaaaarrrgggge ground map.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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