TomCarter's Recent Forum Activity

  • >@TomCarter : Sorry, my bad, that's not for the use inside construct 2.

    As an apology, I tuned your capx-file, as simple, as I would do it.. Maybe this helps you more than just with this specific problem

    Hey! Thank you!

    I'll admit I spent about 15 minutes staring at it screaming why isn't it working?! As of course what you're wrote is logically sound...

    The thing we both missed is that I start my levels with 1 bullet off screen that is instantly destroyed. This means that before the player fires anything, we get -1 projectile, which means we have 0 projectiles when we still 1 ammo left which causes the game to restart as soon as we fire that last projectile, rather than when it's destroyed like we want.

    Very simple fix of course, I simply made Projectiles start at 1 instead of 0. I also did some clean up stuff like having it be set to 1 when loading any layout so it works for the rest of the game, just mentioning this in case anyone else with the same problem reads this thread ion the future and is confused

    Thanks again for your help.

  • Hey, thanks for responding... I gotta admit I'm pretty clueless though.

    Searching for "sol.hasfunctions()" in Construct 2 brings me no results and googling it didn't really bring me anything I could understand.

    I understand what you mean, but I don't know how to actually use it in Construct 2!

    Could you be so kind to show or tell me practically how I can apply this to my specific problem?

  • Alright, I have attached the capx file to this comment.

    It's obviously a WIP and a bit of a mess, but just run any of the numbered layouts and you'll see how it works. There is only 1 event sheet currently.

  • How are you testing for this to occur? Its hard to tell from the above screenshot. Every tick, Every Second.. something else ?

    Nothing...

    I assumed the conditions themselves would be checked by the engine every tick, isn't that how all conditions are checked by default?

    I'm pretty new to construct 2 so correct me if I'm wrong.

  • Of course, the simpler solution is this: Make both types of walls Solid, disable "bounce off of solid objects" on the bullet, and add a condition:

    Bullet -> On Collision with SolidWall | Bullet -> Bounce Bullet off SolidWall.

    Hi just wanted to let you know I ultimately ended up doing this and it works great, thanks!

  • I want the layout to restart if the player's ammo = 0 AND there are no bullets currently on the screen.

    For example the player has 3 shots to hit the target, If he wastes his first 2 shots, then shoots the third bullet at the target, I don't want the layout to restart until the bullet is off the screen, just in case it does hit the target.

    I am using this setup currently, it doesn't work but I can't see why not.

    Note in my game I have 2 different kinds of ammo, and of course I only want it to restart if the player is out of BOTH kinds. Also note I destroy bullets when they leave the layout, so any workaround must take that into account please

  • Unfortunately I am using bouncing bullets and would still like them to bounce off normal walls!

  • I have a game where the player can move around with the arrow keys and shoot bullets with the mouse button.

    I want to create a special kind of wall that the player cannot walk through, but the bullet can.

    Any tips?

  • Yes. For example level 1 will have 8 boxes forming a structure, the aim of the player is to destroy some of the boxes to make the structure fall over so the enemy rolls off the screen.

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  • Hi guys, I'm pretty new to Construct 2 and enjoying it very much thus far.

    In my game the player must remove the enemy from the screen without destroying every other object on the screen.

    I am able to apply different loss scenarios to my levels by using multiple event sheets and events for each one, but I can't help but feel there is a more elegant way than the one I'm currently using.

    Main event sheet is included in all layouts and it just has "Level complete if enemy is outside layout" and works fine.

    Level 1 has wooden boxes. Level fail if wooden boxes count = 0.

    Level 2 has metal boxes. Same as above but metal this time.

    Level 3 has a 3rd kind of box, same as above...

    etc... Some levels also have multiple different kinds of boxes which mean even more unique events required to cover those levels.

    What I really want is something like "if any sprite other than "Enemy" + "Floor" is on screen, do nothing, else, level fail." but I'm not sure how to do this.

    Thanks in advance for the help!

    edit: changed title to something more in line of what I'm asking

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TomCarter

Member since 21 Jan, 2015

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