EpicRaid's Recent Forum Activity

  • Hello,

    I'm trying to figure out how to make an accuracy statistic at the end of the game.

    The player can fire a bullet with spacebar.

    I'm not sure how to do this. Math is my achilles' heel.

    The bullet can hit (an enemy) or miss (bullet goes outside screen).

    If anyone could help me out that'd be much appreciated.

    Regards - R

  • Hello there.

    I've tried several things but I can't really figure out how to get it to work. I understand it's got to do something with picking? But how.

    Basically 10 tanks (is a bullet) attack in sequential order. From the screen left to right.

    Now I have a total of 6 types of tanks, but in the screenshot of the first wave below there are 2.

    As you can see, I've no clue what I'm doing to get it to work.

    What I'd like is: when all tanks of the wave have either been destroyed or have travelled outside the screen to the right I'd like the game to wait 30 seconds before the next wave starts, to give the player some time to check out the upgrade menu.

    If possible, I'd like to combine it with a button function that can be clicked to start the next wave if you don't want to wait?

    Hopefully this is enough information.

    If you could help me out it'd be much appreciated.

    Regards R

  • Thanks Kaveljo!

    Your first solution worked like a charm. It was so easy, too.

    That's what I changed/have now.

    Thanks again!

  • Hi all,

    I was wondering.. how can I make a tank which has bullet behavior resume its speed after he has stopped to destroy an enemy?

    That's the part I have now.

    The T70 tank shoots every 6 seconds at the enemy 'Gun1Frame'. It takes two hits ( -50 health each time) before the Gun1Frame is destroyed.

    I can get the T70 tank to shoot at the Gun1Frame two times before it destroys it, and get it to stop to fire at the enemy, but it just won't resume its path again after destroying the Gun1Frame.

    Thanks for any help, if you need any more info, I can post it.

    -R

  • Hey,

    There are also tons of premade sounds on http://freesound.org/

    Also, you can use Photoshop CS2 for free since a while now, for example on Techspot you can download it with the serial. (It's not illegal due to an error of Adobe a while back).

    Thanks for sharing!

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  • Thanks so much!

    That worked perfectly.

    Regards R

  • Hello,

    I have an object 'tank' that is a bullet.

    I use the pintoimagepoint plugin to pin a particle effect to the tank (smoke) when the object is created.

    However, every 5 seconds, when a tank is created, the particle disappears. Basically it seems to hop from one tank to the next spawned one.

    How can I make all the tanks remain their pinned particle until I tell it to be destroyed?

    I'm using the pintoimagepoint plugin because I use 'choose' command to spawn tanks vertically and found it easy to use.

    Thanks.

    R

  • Hi,

    thanks for your reply.

    I tried the first suggestion, I pinned the chassis of the tank to be rotated onto a square that doesn't rotate but does hold the platform behavior. It actually worked worse than what I had now. It would get stuck more easily.

    I don't quite understand the physics suggestion, I mean I tried applying physics to the tank, but now it seems to climb the slope pixel layer by pixel layer.

    I thought coding the part was a good idea, I tried that however I'm not sure how to make the tank go 'up' at the right angle.

    So I tried fiddling with the bullet behaviour and custom controls but I can't quite figure that one out to make it work properly.

    Hmm.. about to give up on this one.. surely there must be a way.

  • Thanks R0j0hound!

    One of the first things I changed to your samples was the max. speed of the player moveable object to see if there's an issue.

    I find that in my own capx I encounter the same problem; the lower the max speed, the more difficult it gets to climb the terrain.

    Try setting the max speed at 40 for example with acceleration and decceleration of 30. You should see what I mean. The object gets 'stuck' and won't climb the terrain until you try moving it back and forth again.

    Any ideas?

    Thanks and regards - R

  • Hi there,

    currently I am making a game where the player can move his tank left and right, where I want it to be able to go uphill and downwards.

    Now I've been searching the forums and seen many examples, but what I can't find is any example that works really well.

    Most examples have this 'bug' in them that if the player moves at low speed for example, the player bugs out unable for the system to decide which angle the player should be at. So you get this buggy superfast player flickering between the two angles.

    Also should I set the collision polygon to the bounding box of the tank? I tried making it very narrow as sometimes it would work better. But what's the best setting?

    Same for the offset. Is '10' the best setting for the offset? I don't quite understand what it does.

    And should I use every tick or rather every 0.01 seconds?

    This is what I got:

    I fiddled around wiith various settings but nothing perfect came out of it.

    And then there's the solid blocks. I tried leaving a little space between them, or overlap more, I really want the player to be able to smoothly drive the terrain up and down, back and forth.

    As you can see there are a lot of things going on. Did anyone find a really good example or made one I could use for this type of game?

    P.S. The speed and acceleration of the player tank also seems to play a role in how easy the tank climbs the hill (less buggy).

    I'd be very grateful if someone could help me out!

    Regards - R

  • Thanks Pandadoor! Yes I understand it. I implemented it, thanks again. Didn't even know one could call 'every <globalvariable> seconds'!

  • Hiya all,

    I'm almost finished with my game, but I don't yet understand how I can efficiently increase the difficulty.

    Basically your control a bomber aircraft and drop bombs on different heights. There's only one 'level'.

    There are two main 'enemies' the fighter aircraft coming in and the flak that's being shot at the player ( the bomber).

    This is what I have currently for the flak:

    And the fighter aircraft enemies:

    And what I only know how to increase difficulty:

    Etc..

    So let's say, how to increase the flak every 30 seconds, and the fighters coming in more often all gradually until impossible to survive.

    My head is spinning when I think about how to do this, if someone could point me in the right direction, I'd be grateful.

    Thanks.

    • R
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EpicRaid

Member since 13 Feb, 2015

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