Aher0's Recent Forum Activity

  • Either work it out prior, add it to an array. Like a grid of cities (like the pokemkn effective types chart)

    Or if you have one giant map with the cities on. You can have text say

    "time to city"& (distance (city A.x,cityA.y,cityB.x,cityB.y))/speed

    This should give the time estimation... for a straight line...

    If you have roads, i would advise getting a path finding bot to run the route, set a timer, and stop it when it reaches the target city. Write this down lol

  • On created obj_enemy

    Type = tank guy

    Spawn obj enemy00 top spawn obj enemy01 bot

    This should make it work once, per tank that is spawned. Also this is a perfect time to pin/ aquire targets

  • I have to check this out. I was trying to make something similar, on touch draw a dot. On hold every x seconds draw another. On release set them to "on"... this makes loads of physics balls appear and fall independently .. pin does nothing for physics objects.haven't tried joints however, would a joint connecting each joint to the rest make this more solid perhaps?

  • do you need them all to move, or just the one you click?

    on click white sprite,

    pick nearest black

    pick by comparison, black.x</> white.x set white position to black

    depends on direction they are moving

  • more or less just wanted to see if there was any examples anyone has

    2d map, player has angle of view, everytick the computer possess' the surroundings between the angles for the player on screen sight.

    tried this before and failed.. I'll try again, unless its given to me

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  • Array, 10 width.

    as you pick up the weapon, push the weapon number (1 for gun, 2 for shotgun ect)

    then its up to you how you want the hud to look. to shoot, just check if the array at x (the gun you are using) > 0

    you could assign loads of variables to compare also.

    hope that helps!

  • 1 solution is to give them physics, it just makes them bounce off one another, then continue on their path (lol, game can become like a sonic game where they bounce out of bounds)

    the 2nd option, is look at the sample games in your construct 2 (when loading a new project, scroll down) there is a tank family behaviour example.

    it has some code for slowing down the sprite as it gets close to another path seeking object

  • just say on left key pressed. Fighter animation mirror (in the actions)

    and on right pressed, not mirrored. that will work for jumping as well.

  • top down? like birds eye? not very platformer...

    Best I have is a birds eye game where jumping raises your level, blocks set to levels can be walked on and under... however I cant share the cap.x yet sorry. soon

    alternatively if you mean a top down, to be like go in the top and go down to the bottom...

    platforms that move, then move in the other direction upon collision. only limitation to how much it changes without becoming a mess is up to your creativity, maybe some destroy blocks so the player has say in how the platforms move?

    or do you mean a random spawned dungeon...if that, post it when complete lol

  • if its pinned to your hand? perhaps it is set to position and angle, just position should do fine.

    give it a Boolean, when attack pressed, Boolean true

    ... you could use the rotate function, but use a separate event to stop rotation when it reaches a certain angle (like player angle +60), then reset it to player.angle and reset boolean.

    If your sword has physics, it may be why its pushing the player.

    else just give the sword an animation so it appears to rotate hope its useful,

  • phht.... I know its a little annoying to upload music.

    right click on the music folder in project file listing (next tab of layers)

    import, then select the music you want.

    it should attempt to format the music file to what you need. once done, you have to choose the right formatted file for it to play through events.

    I know there are specifically some files that cannot convert, so, a file converter is needed separetly. that's where i'm out.

  • you could have a huge white sprite that covers the lightning area(+)

    set its visability invisible, also put it on a separate layer so that you can padlock it and it wont get in the way as you are designing. (it will have to be a high layer)

    give it a booleon. so when you enter the raining area (or don't if its always raining),

    as an event, have when the booleon is true, every x second (random(1,10)) make lightning sprite visible

    then have another event when it is visible, that either fades (its a behaviour) or just a 0.2 wait before it goes invisible again.

    also, sure Theres a 1 event way to do this.

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Aher0

Member since 1 Jan, 2015

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