R0J0hound's Recent Forum Activity

  • You could use the bullet behavior:

    +PlayerSword collides with Enemy:

    ---Enemy:Bullet:Set speed: 400

    ---Enemy:Bullet:Set angle of motion: angle(player.X,player.Y,self.X,self.Y)

    ---wait 1/4 seconds

    ---Enemy:Bullet:Set speed: 0

    If the enemies move with some other behavior then stop it's motion, disable it, move with the bullet behavior then re-enable the it after the wait.

    You could also use events or Custom movement like yuquanzhou007 suggested, whichever method you prefer.

  • Jase00

    First you need to not move with the keyboard movement:

    + System: Start of layout

    -> Sprite: Start ignoring user input

    Second to make the sprite move on it's own you need to use the "set x component of motion" action of the platform behavior. Use positive values to move the enemy right, negative to move left.

  • Here is an example:

    http://dl.dropbox.com/u/5426011/examples12/jump.capx

    2. Future positions are calculated in a loop in much the same way as the platform behavior actually moves.

    3. Basically like kittiewan said.

  • tulamide I haven't used function alias' before so I did some tests and looked at the source to see what it does.

    Isolated/inline act the same as calling a function with forget/remember picking. Any picking done by the alias is forgotten when the alias returns (I initially thought that "inline" would change the SOL of the event that called the alias, but it's not the case).

    Example of use:

    + Function: On Alias "isValue"

    -> Sprite: Rotate 45 degrees clockwise

    //// all the sprites are rotated

    + Sprite: Pick one at random

    + Function: "isValue" (Isolated)

    ////only one is rotated

    + Sprite: Pick one at random

    + Function: "isValue" (Inline)

    Shindoh

    Here is another method using two conditions.

    + Sprite: Value 'test' Equal to 0

    + System: CountMatching(Sprite.OID) Equal to Sprite.Count

  • Make the layout size large so you have more space then re-size the layout back to what it was when you're done editing. This will only allow you to work further right and down. There is no solution for working further up or left.

  • chrisbrobs

    It's much simpler than what the converter spits out.

    http://dl.dropbox.com/u/5426011/examples12/canvas_rounded_box.capx

  • You can duplicate the level without certain blocks offscreen. Also duplicate the player that you want to be able to move through the blocks. Disable the platform behavior for the player in the original level and enable the platform behavior for the duplicate.   Then position the original from the duplicate.

    http://dl.dropbox.com/u/5426011/examples12/Solid_for_one_not_the_other.capx

  • It would be plugin specific, but should be doable with js. The simplest way would be to ask the plugin dev to add the feature.

  • Use a instance variable instead of "every X seconds".

    Add an instance variable to enemy2 and call it "timer". Then replace your event 12 with these two events:

    enemy2 : timer > 0

    ------- Enemy2 : Subtract dt from timer

    enemy2 : timer <= 0

    ------- enemy2 : Spawn plasmaBullet

    ------- enemy2 : Set timer to enemy2.fireRate

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  • It's not a bug.

    "Every x seconds" does no picking, so when it runs all of the sprites are picked and destroyed.

  • You're using dt wrong. Outside of the sin() is the magnitude of the rotation, that shouldn't change. To use dt instead of adding 1 every tick to "ang" add 60*dt.

    Or just rework the formula to use time directly.

    sin(time*60)*90

  • Do your own platform behavior using the physics behavior.

    http://dl.dropbox.com/u/5426011/fixed/ratboy.capx

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R0J0hound

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