General J's Recent Forum Activity

  • That's exactly what I needed! Thanks!

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  • I'm trying to make it where when a sprite is spawned, only that one version of the sprite can be on-screen until it is destroyed. Kind of like having a missile, but prevents the player from spamming missiles and only allows for one missile to be on-screen at once.

    In this instance I'm specifically attempting making the sprite appear when the button is held down, and vanish when the button is released.

    This is my attempt:

    I figured just make a check to only allow a button press when the sprite is off-screen, but oddly that didn't work. Then I tried to make an instance variable that would boolean a value to to true when created, and also would only allow a spawning if the boolean was false. Also didn't work. After the same failure occurred after a number variable, it became clear to me that there is something that I'm just not doing right.

  • Yep, that works. Thanks!

  • this works, thanks!

  • So I got my desired effect by splitting it up into two events based on the button status.

    It's ugly and needs tuning but it works. However, my one last issue is that when you quickly shoot two of these bullets on screen at once, the holding affects both of their gravitys. I want the end projectile arc to be permanent for that projectile once you let go of the firing button. I tried experimenting with on button released but it yielded the same results.

  • the speed works, but I'd rather have it modify just the gravity, and it's strange because gravity is not an expression for spritename.bullet

  • I have some projectile bullet sprite objects. They have a destroyoutsidelayout behavior. This prevents them from spawning in the layout when the game starts, but the player is still able to spawn them.

    I also have a sound that plays when these sprites are created, a shooting noise.

    Whenever the game starts, the noise happens too. I know this is because the sprites are stilled being created outside of the layout and thus, spawns a noise, even though they're destroyed instantly and are never seen.

    This has annoyed me far too long, especially now that I'm racking up different ability sprites with unique sounds. Getting tired of my ears getting blasted with five loud sounds at once that are coming from nowhere. How do I fix this?

    This is an example of what I'm talking about, from my editor.

  • I have a bullet projectile with gravity on it, and I want to experiment with holding the fire button as a way to prolong the strength of the gravity. I understand how to do this with platform behavior, but not for a bullet.

    This is how I do it for the player's platform behavior.

  • My menu system works like this-

    When Y is Pressed:

    -Stop time, stop all player control

    -Enable the visibility of all HUD elements

    -On down pressed, set the pointer object to 'Text' "am_ice" (a capitol letter i)

    When a pointer is over one of these text elements, it changes the player's text variable to the corresponding menu element.

    Now I have four abilities for the player, and I don't know where to go from here to make it all work.

    The issues are:

    -I could not find any way to "offset" set position action for the menu selector courser. It is supposed to be right next to the Text elements, but instead it is right on top of them.

    -Because there's more than two abilities, I need to completely change the way pressing up and down corresponds to how the courser moves, and I don't know how to accomplish that.

    -I also want to menu to go back to the first selection when down is pressed on the last selection. I don't know how to get this done either.

    Here's the screenshot:

  • Yes this is exactly what I was describing, thanks!

  • I'm trying to make a weapon that's thrown at an arc, then falls to the ground. I tried using physics but I think it's making it much more complicated than it needs to be.

    I want this projectile to be in a predictable, and unchangeable arc. Kind of like the thrown items in the original Castelvania, for example.

    I experimented with sine behavior but I don;t understand it enough to figure it out on my own.

  • -Snip-

    Once again the answer to my question miraculously shows up after I've made the initial forum post. Part 1 of my question is answered here forum/construct-2-event-limit_t78823

    Also, as a part 2 to the first question, what is the best way to organize the order of events?

    I thought I read somewhere that it calculates things in order, so I would think that everything relating to player interaction should come first, then enemies, and menus and systems last? Or does this not matter at all?

    Would having a "Press X to Fire Object" at event #10 vs. #500 make a practical difference in gameplay?

    Do event groups change optimization and calculation at all or is it just there for organization and the convenience of enabling/disabling an entire group?

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General J

Member since 23 Dec, 2014

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