3rdclover's Recent Forum Activity

  • When using the 'Solid' behaviour on your hills, you could try, with events, when a key is pressed, the solid state will be Disabled. When the key is pressed again, the state can be Enabled.

    The problem with that is, once you release the button, the player gets stuck on that current height and just moves through the middle of the object. It's wierd...

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  • Hello, Everyone.

    Once again I need the help of the community...

    I've been struggling with a problem on my side scrolling platformer that involves giving the player the option of choosing two paths. Either go up or continue down.

    Here's a screen capture exemplifying what i'm trying to accomplish.

    I tried to create variables that will determine the solid state of the floor objects in a way that, by pressing a key or any other event, the solid state of the upper path will activate, enabling the player to move upwards, while leaving the lower one inaccessible. The problem with this solution was finding a way to return the solid state of the upper platform to "disabled" in order to let the player access the bottom path.

    What is the most efficient way for me to accomplish this mechanic?

    Thank you all in advance

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  • It worked perfectly!

    Thanks, LittleStain

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  • Hello, Everone.

    I'm currently testing a game very similar to the disk matches of Tron in which you grab a disk that's bouncing off the wall. Once you grab the disk you throw it in the direction of the adversary.

    Right now I'm facing an issue with the enemy AI in which, when it grabs the disk it throws it towards my position but, it sticks to my location like a homing missile.

    Is there a way for me to add my location as a target for the bullet without it following me?

    Thanks a lot in advance

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  • I works perfectly, LittleStain!

    Thank you all, again.

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  • QUOTE: That would consist of adding another condition

    car.angle is not within 10 degrees of car.car.movingangle

    or something similar.

    That's exactly what I've been trying to do but most likely I'm not applying the right formula, since I'm still a bit of a noob...

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  • First of all, thank you all so much for the help. Both solution seem to work brilliantly when it comes to adding score when it drifts.

    My issue right now is that i need to increase the value of the angle so that the drift score doesn't go up as soon as you steer the car. In another words, the drift score only goes up if the drift angle is above a certain value.

    I'm gonna do some testing with some calculations but, in the meantime, if you guys any valuable info, it's always more than welcome.

    Thank you

  • Hello, Everyone.

    Once again I need to borrow your knowledge to solve a peculiar problem...

    I'm creating a top down racing game with a "Tokyo drift" theme going on

    So far, I'm just using a car behavior for the "player" and some global values for the damage on the car when it hits something. Right now i'm working around the idea of getting points when you drift, very similar of what happens in the drifting challenges on the Need For Speed: Underground series.

    I've tried using the angle of the car but, on a top down racer you can just get points by pointing the car to the right angle without drifting - erase this idea.

    I've also tried creating little sprites on the front and back of the car and use the angle between them as a comparable value to use but it just results on the same issue of before.

    What's the best way for me to achieve this drift score mechanic on C2?

    Thank you all in advance

  • Hello, Everyone!

    Once again, I need some help...

    Is there a way for me to create an action based on an increment of the global variables?´

    I'll give you these examples:

    Global value "score"

    "Every 100 points, the enemy become's faster"

    Global value "day"

    "Every 5 days, you change layout"

    Thanks in advance

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  • Thank you all for the awesome help!

    I followed chrisinfinger's example. It worked great!

  • Hi.

    I'm currently working on a top down survival game in which the bullets are spawn from the player sprite in the direction of the cursor. Pretty basic...

    What I need now is to create a system that when the "bulletcount" variable reaches 0, you have to press a button (could be "R") to reset the value to its original number and enable the bullet spawning again.

    What's the most efficient way for me to create this?

    Thanks

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  • Problem Solved ---

    Noob mistake nº1:

    Forget to add - hunter > hunterhealth = 0 > Destroy

    Narf!

    --

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3rdclover

Member since 5 Apr, 2015

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