Aher0's Recent Forum Activity

  • Lol, i saw Charlie sheen music video... I ended up making a line snorting game, hammer space to sniff, then click and drag the tools to sort a new line, had ideas on time limmit, or a hazzy effect. But the idea quickly got old aha

  • Easy! Have an image point behind the car, spawn the pixel at the image point, so it doesn't cause collition problems

  • Ooh, i see. Potentially pin sprites rope style?

    Ooor, just a thought , dont use a paddle, have loads of squares around the edge of the map. Using the controls change which Is visible and solid.

    A bit of a long shot, and some variables needed, but I think visually this would flow quite nicely?

    Like on key is down, every x seconds (allowing upgrades potentially for speed) add 1 to GV.

    Every tick

    pick block where block.var =GV.

    Block var=gv-1

    Block var =gv+1

  • I've done some things like this, one option is to have sprites that the minions aim for, then on reaching them, aim for the base. (or 're randomise for another sprite with a higher var)

    on created make a random number, for a minnion with 1: go to sprite 1, if 2, aim for sprite 2 (or give the sprite a corrisponing variable, and minnion on created, pick sprite where variable=minion.variable: find path)

    In effect this makes them choose a random path.

    Trouble is, if you have blocks that can block paths, they will head to the sprite reguardless

    Would work well on random maps, as you could place the route sprites.

    Love TD! Good luck dude

  • Could rotate the frame, have a animation play on colition with wall. So it will maintain the angle even though the knife plays a rotating animation (easy on paint and if you do it well you can just import it as an animation)

  • On has line of sight/ every tick distance sprite.x/y sprite.x/y

    Set ...Ok on phone no c2 (clubbing is dull lol), i think it's system zoom layout x 2. And same applies with sprite 3. Problem you may get is when both sprites are on screen, so you need a pick closest. If you have full version, make the target sprites a family, then pick nearest family. Otherwise, something like:

    Every tick set global variable to distance (sprite.xsprite.y,sprite2.x/y) and gv2 too distance(sprite.x/y,sprite.x/y)

    Gv>gv2: set zoom 200%

    Gv2 >gv: set zoom to 100%

    Really hope this helps, any questions I'll try to help again

  • Just a thought. (Can't see image) could you have a sprite in the middle of the layout, then every tick set the player controlled block angle to face the middle tile? . More or less utilising a circle pong game

    You could have 4 seperate blocks, and apon hitting a corner tile, switch control and visibility of the block, trouble is that may give you trouble(have to move down and up to hit the block again)

  • On click card: Set card angle to card angle + 180

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  • Give it a variable. It's 0, in collition with player, set it to 1, you could start a timer to get rid of it.. or, when player distance is further than 30 (eg) and the variable is 1, destroy the platform.

    A Boolean would also work

  • Persist behavior

  • Solids do not move, physics is a good way to make path finding objects bump off of things, a little tinkering with friction and rotation (object behaviors) may be required*

  • On collision with Particles

    OR

    On collision with Enemy1

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    is GeiserOn

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Aher0

Member since 1 Jan, 2015

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