Sup with that?'s Recent Forum Activity

  • Use the search in C2 to look for "NumberChances" in your event sheet and take a screenshot of that, maybe that'll work. Or, maybe you have an event that uses "Reset global variables to default".

    As plinkie said, global variables extend to the entire project, so resetting one layout should not reset them.

  • It also needs Starfield plugin from Gigatron, can't open it sorry.

  • I'm not sure what you mean by a "flat 2D shooter" vs a "top down shooter"? A top down shooter made in C2 would be pretty flat and 2D.

    The good news is, if those tutorial videos explain how to make this system for one type of game in C2, then you can use that and just apply it to a different kind of game easily enough.

  • Not sure why that is tbh. Can you take a screenshot of the folder? Don't know how else to have a look at it, heh

  • Oh, yeah, the layout is substantially bigger. In theory I can punch in the actual coordinates and make it "when X > 1200" or whatever but I figured this way allows more wiggle room if I wanted to use layouts with different sizes.

  • On mine it is Construct 2\exporters\html5\behaviors

  • I still have several of his behaviors installed, including MoveTo. Seems to be working fine on the latest C2. Sure you're installing them to the correct folder?

  • Scroll To behavior? It does.

  • Alright, last night I got into a fight with my script cause it didn't seem to be working right, and now after much tinkering I still can't straighten it out. The part in question is this:

    When enemies get within 300px of the layout border, they're told to go back. This seems to work... intermittently... and apparently when the condition is true for ALL enemies at once. I thought a For Each loop would solve this, but seems not. In my attempts to rectify it, I've tried moving the For Each into every which place on the chain and breaking up the events into separate blocks. Probably other things too that I don't remember.

    What gives? If this looks sound, perhaps something else is causing the AI to misbehave.

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  • Not certain from what I see here, but I'll hazard a guess and say it might be to do with the 5th line on the second screenshot, the one with an LOS check and two overlap checks. Try inserting a For Each Grubhitbox after the overlaps and see if that makes a difference.

  • At a glance, it seems GrublinhurtRight/Left are global or local variables, so when you change them, they will apply to all the sprites. You should make them instance variables of the sprites themselves to make them affect the sprite in question only.

  • I'm really impressed that you're still churning these out for C2 even now. You made so many I'm not sure I'll ever find a use for all of them (and maybe I shouldn't be trying haha), but I am quite a sucker for pretty FX so I'm grateful for the effort. Thanks!

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Sup with that?

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