Chris PlaysOldGames's Recent Forum Activity

  • You just have to make him stay dead.

    You will need to remind the game that he is dead whenever it thinks he needs to be active. A global variable boss1Dead=1 (or boolean if you like) and start it at boss1Dead=0 then set it to 1 whenever he dies, then you just have to add the condition boss1Dead=0 into the conditions for his spawn.

  • Dropbox or other file source the capx so we can see the complications, it will make it easier to sort out.

    At a glance I would say make a separate charging animation that you can set before attack and then switch to attack from.

  • Is the bar "filled"? Ie. do you have a second sprite of an empty bar with an internal color fill? Have you tried simply setting the bar width to 100 or another set value and reducing its width the amount of damage taken? If its doesn't drain and show an empty sprite you could also put the bar on a lower layer than the end cap and put a background colored sprite behind the end cap to edge of screen and then shift the health bar to the left "behind" them with each increment of damage.

  • How are you picking it up?

    I would say the best way would be to destroy the one you picked up, spawn another at the same time with a bullet behavior attached, have that one also with a timer behavior set to a "distance" of whatever time looks right (0.3,0.5, etc) have the angle set the same as player angle. On "distance" timer tag have destroy animation play and destroy pot.

    Am I missing something?

  • Can you share your capx via dropbox or other file share?

  • [quote:3ab0pqrz]Random doesent work because it gives a number between 0 and 13 which could be 5,654365764 for example.

    I guess it would work with round(random(13)) or floor(random(14).

    That's right.. you would need to use floor(random(0,4)) for whole numbers.

    Glad you worked it out!

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  • No they still stack up from first to latest.. just now the expressions window is directly over the action one... this tells me somehow it stored the location before.. just have to figure out what I did to make it remember the moved position between sessions.

  • I am not sure what version it started with but it seems that now all new pop-up info windows open directly over top of the one below, or slightly down just covering the accept option... I don't recall it doing this when I first started, it makes projects tedious now, and its driving me nuts.

    Example: double click layout to open sprite manager, color picker is directly on top of sprite window.

    Example: Choose create action or event, "objects with expressions" window is over top of done/cancel buttons!

    I have looked all through preferences and search forums for a solution or explanation but came up short.

    Anyone have a similar problem that can tell me whether this is something I have done or just "the way it is"?

  • You could always use "Pick instance with UID" along with Choose(0,1,2,3,4,5,6,7,8,9,10,11,12). I tried multiple ways to use random(0,13) but random doesn't seem to work well with Pick UID...

    Of course the UID numbers I use assume your spawners are the first 12 sprites made in the project, otherwise you will need to use your UIDs.

    but then if your spawner objects are all the same instance you could just use "Pick random instance".

    Regardless, you will need to choose the spawn point first and then fire off the spawn.

  • It would be easier if your speed was relative to the level... then all you would need to do was store level value in a varaiable and then use a formula to set the current level's speed.

    Ie. Speed=Level+50x100/Power-random(1,100)

  • I would say, whichever is easier for you to keep track of...

    You don't even have to have more than one layout if didn't want. You could have all the other "levels" backgrounds as sprites that are hid until needed on the one layout. You could keep track of the level by using a global variable or a "brain" object with instance variables on it. Then your one event sheet would simply change the speed based on level variable and set which level is reveiled or hid based on it as well.

  • Depending on what your trying to accomplish simply adding a solid behavior probably won't work.

    If your enemy pathfind or follow/chase player you might have to use something like this:

    https://www.scirra.com/forum/how-do-i-stop-sprites-from-overlapping-each-other_t165432

    For advanced topic follow the last post link to ROJOhounds example capx... powerfull stuff.

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Chris PlaysOldGames

Member since 22 Aug, 2014

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