Juicy's Recent Forum Activity

  • Okay, i tried it again your way korbaach and got it to work. I have no idea what was wrong since i just did it exactly the same way as before. Seems like sometimes starting from the beginnig on a clean slate helps Thanks to both of you!

  • I think you could create a global variable on how many enemyes you have on the level and then create a code that deducts one each time you kill an enemy. After the variable reaches zero, move to next layout.

  • korbaach, thanks. But still cant get it to work with that. It starts playing the eeh sound in a kazillion times per second. I don't get it why it does that.

    Thanks Anonnymitet, that might do the trick. I haven't done any death animations yet but i have a strong feeling this is the way to go.

  • Oh, i got it almost to work. I was overthinking it. Got it to play both sounds by doing an "on destroyed- play sound.."

    However, trying to finetune this a bit since the enemy can get a fatal shot from the first bullet, id like it to not give out the grunt which it now makes and also the falling to ground sound which i have set p as a dying sound. I dont know how to make the code work for me like that.

    https ://dl.dropboxusercontent.com/u/73502848/enemydeadcode.png

  • Seems to be working just fine. Perhaps youre missing a video codec or sumthing?

  • I got caught on a silly audio problem which im sure is laughably easy to remedy. Im trying to get the enemy AI grunt when he is hit by a bullet. Easy enough.. thing is, id like to play a different audio if he dies as i have a random value that deducts his energy to simulate that he can be either wounded or killed. For now he's just grunting even if he's killed.

  • Sweet, seems to work A bit smarter again, thanks!

  • So the Persist behaviour would be good on a few objects but not the whole level? Lets say my guy has shot a dozen enemies dead on the ground and a handful are still behind a wall or something and lets say another house is in flames, i have to go to the shop to re-arm since im out of firepower. how do i get the level to be in the same state as when i entered the shop after i come out all gun-ho again?

  • Trying to set up a shop in the game, or a room inside a building. How do i go on about it to keep the main layout level still running as it is when i enter another layout? For now it seems that it just resets the game.

    https : // dl.dropboxusercontent.com/u/73502848/house.capx (remove the spaces)

  • Ah, since its you that answered.. i actually i was referring to the movement thing you helped me out before at the topic "https://www.scirra.com/forum/viewtopic.php?f=147&t=130167&p=914512#p914512" , the thing works beautifully, but i cant seem to get it to move past the four main directions without making it flip out on me. I'd need all the eight directions to work.

  • Gah.. this seems such a stupid question, but i gots to bare the shame and ask it.. i get it how you set a key press to do something, but how do you get an action by pressing two keys at the same time?

    what im trying to do is that say i press down, my player starts walking in that direction, but say i press shift-down, the player would reverse and not turn downwards.

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  • any other ideas regarding this or is this a dead end? Also is there some documentation regarding the plugin so i could see what it can do?

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Juicy

Member since 24 Jan, 2015

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