heliogame's Recent Forum Activity

  • Shooting left illustration

  • [quote:2gifubnp]You are genius, Sir! Solved!.

    heliogame Your welcome, there's a bug if we are shooting at the top limit angle.

    From all of this I think you will get the idea of how to apply it and fine tune those number to fit your game.

    But if you still need help just tag me.

    newlee, sorry to bother you again, I got 2 problems that i really cannot resolve.

    1. I cannot fix the bug when we are shooting to the right side of the player (a,d) at the top limit angle or at bottom limit angle. The gun cannot set at the real top limit or real bottom limit.

    2. Oh, I am stuck again with this shooting left , the bullet shoots always right. I know how deal with it when I know an actual angle of the gun, but this is not the case of the fixed angle.

    I attached the sample capx of my problem .

  • [quote:1vqcfjub] How would you solve the issue when you raise the arm (W) up to the limits and then when you move it down (S) , it is moving on the other side of the player?

    Yup, it happened because, the limit point are too much (more than 360 degrees)

    I fixed it by offset the limit point for both top and bottom, by plus 5px from the X origin point of the Dude.

    I have updated the so, check it out.

    You are genius, Sir! Solved!.

  • heliogame

    Dude, there it is.

    Enjoy !

    Thank youuuuuuuuuuuuuuu!!!!

    Almost done! How would you solve the issue when you raise the arm (W) up to the limits and then when you move it down (S) , it is moving on the other side of the player?

    But thanks again, c2 is not so easy as i thought.

  • It's all a guessing game from here, why don't you share the capx?

    Sure, here you go

    Ups.. I do not have enough rep to post urls here...

  • I am guessing that I should work more with events 30-32 to make it work.

  • [attachment=2:1g4tdgr3][/attachment:1g4tdgr3]

    Basically, you can change the variables to what you want, but essentially, I have 1 bullet and block

    the bullet has a variable i called color and stores a string. The block has a Boolean variable, but you could even use the solid behavior as the flag instead (is solid enabled).

    Basically, when a bullet hits a block we check to see if the block is the right color (on or off) to be changed by the bullet. If it needs changing we do so.

    I use animation frames on the block to what color it is. Since a boolean = 1 or 0 (true and false) when I set an animation frame to the boolean, I am setting it to either be 1 or 0. Just remember if you use frames in the animation, you need to make sure you have the animation speed set to 0;

    1) Is block a sprite? If so, I am facing a problem with using hundreds of sprites in one layout.

    2) It is not about just changing colors of one object, 2 bullets differ a little from each by texture(or shadows) , the same may go for boxes.

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  • When you say tile, are you referring to the tilemap? In which case you don't spawn it but rather set the tile at x,y to be what you want (0-n)

    also... you destroy the object before you have it spawn a new one. Is it still spawning the new one?

    Also, instead of destroying the object and creating a different one, you can simply change animations, and set a flag for whether it is yellow or white. If it just comes down to changing the color of the sprite (or tile in a tilemap) I wouldn't destroy and create objects.

    (be sure to use Ruskul if you respond or I won't see the post!)

    After your comment, I switched to tilemap ( before I used tile background as a tile ). In short, I want to shoot with a yellow bullet at the white unsolid box to make it yellow solid box. If I shoot with white bullet at this yellow solid box, it will turn out again an unsolid white box.

    So, I tried to set "set a position", but it seems that I badly understand its function. I thought that it should replace one object with another, but it did not work here.

  • This is what I got..

  • Unfortunately, it did not work.

  • I got 2 kinds of objects that change each other after collision with bullet. The problem is that i want to multiply these objects which is not wisely to do for a memory usage.

    I know that we can replace a sprite with a tile and set a collision , but we cannot spawn a tile. So, how can we generate a tile instead of another tile? Is there a an alternative to "spawn an object" in this case?

  • Hello, Guys

    I want to control a hand's sprite with W (up toward 90 degrees) and S (down toward -90 degrees). I got a difficulty with

    2 aspects.

    1) When the sprite is turned left his hand is not mirrored correctly.

    2) When the sprite is turned left , W and S control is now working upwards.

    Here are my events

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heliogame

Member since 14 Jan, 2015

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